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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 "base/version.h"
#include "common/util.h"
#include "common/system.h"
#include "common/endian.h"
#include "scumm/imuse/imuse.h"
#include "scumm/imuse/imuse_internal.h"
#include "scumm/imuse/instrument.h"
#include "scumm/resource.h"
#include "scumm/saveload.h"
#include "scumm/scumm.h"
namespace Scumm {
////////////////////////////////////////
//
// IMuseInternal implementation
//
////////////////////////////////////////
IMuseInternal::IMuseInternal() :
_native_mt32(false),
_enable_gs(false),
_midi_adlib(NULL),
_midi_native(NULL),
_sysex(NULL),
_paused(false),
_initialized(false),
_tempoFactor(0),
_player_limit(ARRAYSIZE(_players)),
_recycle_players(false),
_queue_end(0),
_queue_pos(0),
_queue_sound(0),
_queue_adding(0),
_queue_marker(0),
_queue_cleared(0),
_master_volume(0),
_music_volume(0),
_trigger_count(0),
_snm_trigger_index(0),
_pcSpeaker(false) {
memset(_channel_volume, 0, sizeof(_channel_volume));
memset(_channel_volume_eff, 0, sizeof(_channel_volume_eff));
memset(_volchan_table, 0, sizeof(_volchan_table));
}
IMuseInternal::~IMuseInternal() {
// Do just enough stuff inside the mutex to
// make sure any MIDI timing threads won't
// interrupt us, and then do the rest outside
// the mutex.
{
Common::StackLock lock(_mutex, "IMuseInternal::~IMuseInternal()");
_initialized = false;
stopAllSounds_internal();
}
if (_midi_adlib) {
_midi_adlib->close();
delete _midi_adlib;
_midi_adlib = 0;
}
if (_midi_native) {
if (_native_mt32) {
// Reset the MT-32
_midi_native->sysEx((const byte *) "\x41\x10\x16\x12\x7f\x00\x00\x01\x00", 9);
_system->delayMillis(250);
}
_midi_native->close();
delete _midi_native;
_midi_native = 0;
}
}
byte *IMuseInternal::findStartOfSound(int sound, int ct) {
int32 size, pos;
static const uint32 id[] = {
MKTAG('M', 'T', 'h', 'd'),
MKTAG('F', 'O', 'R', 'M'),
MKTAG('M', 'D', 'h', 'd'),
MKTAG('M', 'D', 'p', 'g')
};
byte *ptr = g_scumm->_res->_types[rtSound][sound]._address;
if (ptr == NULL) {
debug(1, "IMuseInternal::findStartOfSound(): Sound %d doesn't exist", sound);
return NULL;
}
// Check for old-style headers first, like 'RO'
int trFlag = (kMThd | kFORM);
if (ptr[0] == 'R' && ptr[1] == 'O' && ptr[2] != 'L')
return ct == trFlag ? ptr : 0;
if (ptr[4] == 'S' && ptr[5] == 'O')
return ct == trFlag ? ptr + 4 : 0;
ptr += 4;
size = READ_BE_UINT32(ptr);
ptr += 4;
// Okay, we're looking for one of those things: either
// an 'MThd' tag (for SMF), or a 'FORM' tag (for XMIDI).
size = 48; // Arbitrary; we should find our tag within the first 48 bytes of the resource
pos = 0;
while (pos < size) {
for (int i = 0; i < ARRAYSIZE(id); ++i) {
if ((ct & (1 << i)) && (READ_BE_UINT32(ptr + pos) == id[i]))
return ptr + pos;
}
++pos; // We could probably iterate more intelligently
}
if (ct == (kMThd | kFORM))
debug(3, "IMuseInternal::findStartOfSound(): Failed to align on sound %d", sound);
return 0;
}
bool IMuseInternal::isMT32(int sound) {
byte *ptr = g_scumm->_res->_types[rtSound][sound]._address;
if (ptr == NULL)
return false;
uint32 tag = READ_BE_UINT32(ptr);
switch (tag) {
case MKTAG('A', 'D', 'L', ' '):
case MKTAG('A', 'S', 'F', 'X'): // Special AD class for old AdLib sound effects
case MKTAG('S', 'P', 'K', ' '):
return false;
case MKTAG('A', 'M', 'I', ' '):
case MKTAG('R', 'O', 'L', ' '):
return true;
case MKTAG('M', 'A', 'C', ' '): // Occurs in the Mac version of FOA and MI2
return false;
case MKTAG('G', 'M', 'D', ' '):
return false;
case MKTAG('M', 'I', 'D', 'I'): // Occurs in Sam & Max
// HE games use Roland music
if (ptr[8] == 'H' && ptr[9] == 'S')
return true;
else
return false;
}
// Old style 'RO' has equivalent properties to 'ROL'
if (ptr[0] == 'R' && ptr[1] == 'O')
return true;
// Euphony tracks show as 'SO' and have equivalent properties to 'ADL'
if (ptr[4] == 'S' && ptr[5] == 'O')
return false;
error("Unknown music type: '%c%c%c%c'", (char)tag >> 24, (char)tag >> 16, (char)tag >> 8, (char)tag);
return false;
}
bool IMuseInternal::isMIDI(int sound) {
byte *ptr = g_scumm->_res->_types[rtSound][sound]._address;
if (ptr == NULL)
return false;
uint32 tag = READ_BE_UINT32(ptr);
switch (tag) {
case MKTAG('A', 'D', 'L', ' '):
case MKTAG('A', 'S', 'F', 'X'): // Special AD class for old AdLib sound effects
case MKTAG('S', 'P', 'K', ' '):
return false;
case MKTAG('A', 'M', 'I', ' '):
case MKTAG('R', 'O', 'L', ' '):
return true;
case MKTAG('M', 'A', 'C', ' '): // Occurs in the Mac version of FOA and MI2
return true;
case MKTAG('G', 'M', 'D', ' '):
case MKTAG('M', 'I', 'D', 'I'): // Occurs in Sam & Max
return true;
}
// Old style 'RO' has equivalent properties to 'ROL'
if (ptr[0] == 'R' && ptr[1] == 'O')
return true;
// Euphony tracks show as 'SO' and have equivalent properties to 'ADL'
// FIXME: Right now we're pretending it's GM.
if (ptr[4] == 'S' && ptr[5] == 'O')
return true;
error("Unknown music type: '%c%c%c%c'", (char)tag >> 24, (char)tag >> 16, (char)tag >> 8, (char)tag);
return false;
}
bool IMuseInternal::supportsPercussion(int sound) {
byte *ptr = g_scumm->_res->_types[rtSound][sound]._address;
if (ptr == NULL)
return false;
uint32 tag = READ_BE_UINT32(ptr);
switch (tag) {
case MKTAG('A', 'D', 'L', ' '):
case MKTAG('A', 'S', 'F', 'X'): // Special AD class for old AdLib sound effects
case MKTAG('S', 'P', 'K', ' '):
return false;
case MKTAG('A', 'M', 'I', ' '):
case MKTAG('R', 'O', 'L', ' '):
return true;
case MKTAG('M', 'A', 'C', ' '): // Occurs in the Mac version of FOA and MI2
// This is MIDI, i.e. uses MIDI style program changes, but without a
// special percussion channel.
return false;
case MKTAG('G', 'M', 'D', ' '):
case MKTAG('M', 'I', 'D', 'I'): // Occurs in Sam & Max
return true;
}
// Old style 'RO' has equivalent properties to 'ROL'
if (ptr[0] == 'R' && ptr[1] == 'O')
return true;
// Euphony tracks show as 'SO' and have equivalent properties to 'ADL'
// FIXME: Right now we're pretending it's GM.
if (ptr[4] == 'S' && ptr[5] == 'O')
return true;
error("Unknown music type: '%c%c%c%c'", (char)tag >> 24, (char)tag >> 16, (char)tag >> 8, (char)tag);
return false;
}
MidiDriver *IMuseInternal::getBestMidiDriver(int sound) {
MidiDriver *driver = NULL;
if (isMIDI(sound)) {
if (_midi_native) {
driver = _midi_native;
} else {
// Route it through AdLib anyway.
driver = _midi_adlib;
}
} else {
driver = _midi_adlib;
}
return driver;
}
Player *IMuseInternal::allocate_player(byte priority) {
Player *player = _players, *best = NULL;
int i;
byte bestpri = 255;
for (i = _player_limit; i != 0; i--, player++) {
if (!player->isActive())
return player;
if (player->getPriority() < bestpri) {
best = player;
bestpri = player->getPriority();
}
}
if (bestpri < priority || _recycle_players)
return best;
debug(1, "Denying player request");
return NULL;
}
void IMuseInternal::init_players() {
Player *player = _players;
int i;
for (i = ARRAYSIZE(_players); i != 0; i--, player++) {
player->_se = this;
player->clear(); // Used to just set _active to false
}
}
void IMuseInternal::init_parts() {
Part *part;
int i;
for (i = 0, part = _parts; i != ARRAYSIZE(_parts); i++, part++) {
part->init();
part->_se = this;
part->_slot = i;
}
}
////////////////////////////////////////
//
// IMuse mixin interface methods
//
////////////////////////////////////////
void IMuseInternal::on_timer(MidiDriver *midi) {
Common::StackLock lock(_mutex, "IMuseInternal::on_timer()");
if (_paused || !_initialized)
return;
if (midi == _midi_native || !_midi_native)
handleDeferredCommands(midi);
sequencer_timers(midi);
}
void IMuseInternal::pause(bool paused) {
Common::StackLock lock(_mutex, "IMuseInternal::pause()");
if (_paused == paused)
return;
int vol = _music_volume;
if (paused)
_music_volume = 0;
update_volumes();
_music_volume = vol;
// Fix for Bug #817871. The MT-32 apparently fails
// sometimes to respond to a channel volume message
// (or only uses it for subsequent note events).
// The result is hanging notes on pause. Reportedly
// happens in the original distro, too. To fix that,
// just send AllNotesOff to the channels.
if (_midi_native && _native_mt32) {
for (int i = 0; i < 16; ++i)
_midi_native->send(123 << 8 | 0xB0 | i);
}
_paused = paused;
}
int IMuseInternal::save_or_load(Serializer *ser, ScummEngine *scumm, bool fixAfterLoad) {
Common::StackLock lock(_mutex, "IMuseInternal::save_or_load()");
const SaveLoadEntry mainEntries[] = {
MKLINE(IMuseInternal, _queue_end, sleUint8, VER(8)),
MKLINE(IMuseInternal, _queue_pos, sleUint8, VER(8)),
MKLINE(IMuseInternal, _queue_sound, sleUint16, VER(8)),
MKLINE(IMuseInternal, _queue_adding, sleByte, VER(8)),
MKLINE(IMuseInternal, _queue_marker, sleByte, VER(8)),
MKLINE(IMuseInternal, _queue_cleared, sleByte, VER(8)),
MKLINE(IMuseInternal, _master_volume, sleByte, VER(8)),
MKLINE(IMuseInternal, _trigger_count, sleUint16, VER(8)),
MKLINE(IMuseInternal, _snm_trigger_index, sleUint16, VER(54)),
MKARRAY(IMuseInternal, _channel_volume[0], sleUint16, 8, VER(8)),
MKARRAY(IMuseInternal, _volchan_table[0], sleUint16, 8, VER(8)),
MKEND()
};
const SaveLoadEntry cmdQueueEntries[] = {
MKARRAY(CommandQueue, array[0], sleUint16, 8, VER(23)),
MKEND()
};
// VolumeFader is obsolete.
const SaveLoadEntry volumeFaderEntries[] = {
MK_OBSOLETE(VolumeFader, player, sleUint16, VER(8), VER(16)),
MK_OBSOLETE(VolumeFader, active, sleUint8, VER(8), VER(16)),
MK_OBSOLETE(VolumeFader, curvol, sleUint8, VER(8), VER(16)),
MK_OBSOLETE(VolumeFader, speed_lo_max, sleUint16, VER(8), VER(16)),
MK_OBSOLETE(VolumeFader, num_steps, sleUint16, VER(8), VER(16)),
MK_OBSOLETE(VolumeFader, speed_hi, sleInt8, VER(8), VER(16)),
MK_OBSOLETE(VolumeFader, direction, sleInt8, VER(8), VER(16)),
MK_OBSOLETE(VolumeFader, speed_lo, sleInt8, VER(8), VER(16)),
MK_OBSOLETE(VolumeFader, speed_lo_counter, sleUint16, VER(8), VER(16)),
MKEND()
};
const SaveLoadEntry snmTriggerEntries[] = {
MKLINE(ImTrigger, sound, sleInt16, VER(54)),
MKLINE(ImTrigger, id, sleByte, VER(54)),
MKLINE(ImTrigger, expire, sleUint16, VER(54)),
MKARRAY(ImTrigger, command[0], sleUint16, 8, VER(54)),
MKEND()
};
int i;
ser->saveLoadEntries(this, mainEntries);
ser->saveLoadArrayOf(_cmd_queue, ARRAYSIZE(_cmd_queue), sizeof(_cmd_queue[0]), cmdQueueEntries);
ser->saveLoadArrayOf(_snm_triggers, ARRAYSIZE(_snm_triggers), sizeof(_snm_triggers[0]), snmTriggerEntries);
// The players
for (i = 0; i < ARRAYSIZE(_players); ++i)
_players[i].saveLoadWithSerializer(ser);
// The parts
for (i = 0; i < ARRAYSIZE(_parts); ++i)
_parts[i].saveLoadWithSerializer(ser);
{
// Load/save the instrument definitions, which were revamped with V11.
Part *part = &_parts[0];
if (ser->getVersion() >= VER(11)) {
for (i = ARRAYSIZE(_parts); i; --i, ++part) {
part->_instrument.saveOrLoad(ser);
}
} else {
for (i = ARRAYSIZE(_parts); i; --i, ++part)
part->_instrument.clear();
}
}
// VolumeFader has been replaced with the more generic ParameterFader.
// FIXME: replace this loop by something like
// if (loading && version <= 16) ser->skip(XXX bytes);
for (i = 0; i < 8; ++i)
ser->saveLoadEntries(0, volumeFaderEntries);
// Normally, we have to fix up the data structures after loading a
// saved game. But there are cases where we don't. For instance, The
// Macintosh version of Monkey Island 1 used to convert the Mac0 music
// resources to General MIDI and play it through iMUSE as a rough
// approximation. Now it has its own player, but old savegame still
// have the iMUSE data in them. We have to skip that data, using a
// dummy iMUSE object, but since the resource is no longer recognizable
// to iMUSE, the fixup fails hard. So yes, this is a bit of a hack.
if (ser->isLoading() && fixAfterLoad) {
// Load all sounds that we need
fix_players_after_load(scumm);
fix_parts_after_load();
setImuseMasterVolume(_master_volume);
if (_midi_native)
reallocateMidiChannels(_midi_native);
if (_midi_adlib)
reallocateMidiChannels(_midi_adlib);
}
return 0;
}
bool IMuseInternal::get_sound_active(int sound) const {
Common::StackLock lock(_mutex, "IMuseInternal::get_sound_active()");
return getSoundStatus_internal(sound, false) != 0;
}
int32 IMuseInternal::doCommand(int numargs, int a[]) {
Common::StackLock lock(_mutex, "IMuseInternal::doCommand()");
return doCommand_internal(numargs, a);
}
uint32 IMuseInternal::property(int prop, uint32 value) {
Common::StackLock lock(_mutex, "IMuseInternal::property()");
switch (prop) {
case IMuse::PROP_TEMPO_BASE:
// This is a specified as a percentage of normal
// music speed. The number must be an integer
// ranging from 50 to 200(for 50% to 200% normal speed).
if (value >= 50 && value <= 200)
_tempoFactor = value;
break;
case IMuse::PROP_NATIVE_MT32:
_native_mt32 = (value > 0);
Instrument::nativeMT32(_native_mt32);
if (_midi_native && _native_mt32)
initMT32(_midi_native);
break;
case IMuse::PROP_GS:
_enable_gs = (value > 0);
// GS Mode emulates MT-32 on a GS device, so _native_mt32 should always be true
if (_midi_native && _enable_gs) {
_native_mt32 = true;
initGM(_midi_native);
}
break;
case IMuse::PROP_LIMIT_PLAYERS:
if (value > 0 && value <= ARRAYSIZE(_players))
_player_limit = (int)value;
break;
case IMuse::PROP_RECYCLE_PLAYERS:
_recycle_players = (value != 0);
break;
case IMuse::PROP_GAME_ID:
_game_id = value;
break;
case IMuse::PROP_PC_SPEAKER:
_pcSpeaker = (value != 0);
break;
}
return 0;
}
void IMuseInternal::addSysexHandler(byte mfgID, sysexfunc handler) {
// TODO: Eventually support multiple sysEx handlers and pay
// attention to the client-supplied manufacturer ID.
Common::StackLock lock(_mutex, "IMuseInternal::property()");
_sysex = handler;
}
void IMuseInternal::startSoundWithNoteOffset(int sound, int offset) {
Common::StackLock lock(_mutex, "IMuseInternal::startSound()");
startSound_internal(sound, offset);
}
////////////////////////////////////////
//
// MusicEngine interface methods
//
////////////////////////////////////////
void IMuseInternal::setMusicVolume(int vol) {
Common::StackLock lock(_mutex, "IMuseInternal::setMusicVolume()");
if (vol > 255)
vol = 255;
if (_music_volume == vol)
return;
_music_volume = vol;
vol = _master_volume * _music_volume / 255;
for (uint i = 0; i < ARRAYSIZE(_channel_volume); i++) {
_channel_volume_eff[i] = _channel_volume[i] * vol / 255;
}
if (!_paused)
update_volumes();
}
void IMuseInternal::startSound(int sound) {
Common::StackLock lock(_mutex, "IMuseInternal::startSound()");
startSound_internal(sound);
}
void IMuseInternal::stopSound(int sound) {
Common::StackLock lock(_mutex, "IMuseInternal::stopSound()");
stopSound_internal(sound);
}
void IMuseInternal::stopAllSounds() {
Common::StackLock lock(_mutex, "IMuseInternal::stopAllSounds()");
stopAllSounds_internal();
}
int IMuseInternal::getSoundStatus(int sound) const {
Common::StackLock lock(_mutex, "IMuseInternal::getSoundStatus()");
return getSoundStatus_internal(sound, true);
}
int IMuseInternal::getMusicTimer() {
Common::StackLock lock(_mutex, "IMuseInternal::getMusicTimer()");
int best_time = 0;
const Player *player = _players;
for (int i = ARRAYSIZE(_players); i; i--, player++) {
if (player->isActive()) {
int timer = player->getMusicTimer();
if (timer > best_time)
best_time = timer;
}
}
return best_time;
}
////////////////////////////////////////
//
// Internal versions of the IMuse and
// MusicEngine base class methods.
// These methods assume the appropriate
// mutex locks have already been set,
// and may also have slightly different
// semantics than the interface methods.
//
////////////////////////////////////////
bool IMuseInternal::startSound_internal(int sound, int offset) {
// Do not start a sound if it is already set to start on an ImTrigger
// event. This fixes carnival music problems where a sound has been set
// to trigger at the right time, but then is started up immediately
// anyway, only to be restarted later when the trigger occurs.
//
// However, we have to make sure the sound with the trigger is actually
// playing, otherwise the music may stop when Sam and Max are thrown
// out of Bumpusville, because entering the mansion sets up a trigger
// for a sound that isn't necessarily playing. This is somewhat related
// to bug #780918.
int i;
ImTrigger *trigger = _snm_triggers;
for (i = ARRAYSIZE(_snm_triggers); i; --i, ++trigger) {
if (trigger->sound && trigger->id && trigger->command[0] == 8 && trigger->command[1] == sound && getSoundStatus_internal(trigger->sound, true))
return false;
}
byte *ptr = findStartOfSound(sound);
if (!ptr) {
debug(2, "IMuseInternal::startSound(): Couldn't find sound %d", sound);
return false;
}
// Check which MIDI driver this track should use.
// If it's NULL, it ain't something we can play.
MidiDriver *driver = getBestMidiDriver(sound);
if (!driver)
return false;
// If the requested sound is already playing, start it over
// from scratch. This was originally a hack to prevent Sam & Max
// iMuse messiness while upgrading the iMuse engine, but it
// is apparently necessary to deal with fade-and-restart
// race conditions that were observed in MI2. Reference
// Bug #590511 and Patch #607175 (which was reversed to fix
// an FOA regression: Bug #622606).
Player *player = findActivePlayer(sound);
if (!player) {
ptr = findStartOfSound(sound, IMuseInternal::kMDhd);
player = allocate_player(ptr ? (READ_BE_UINT32(&ptr[4]) && ptr[10] ? ptr[10] : 128) : 128);
}
if (!player)
return false;
// WORKAROUND: This is to work around a problem at the Dino Bungie
// Memorial.
//
// There are three pieces of music involved here:
//
// 80 - Main theme (looping)
// 81 - Music when entering Rex's and Wally's room (not looping)
// 82 - Music when listening to Rex or Wally
//
// When entering, tune 81 starts, tune 80 is faded down (not out) and
// a trigger is set in tune 81 to fade tune 80 back up.
//
// When listening to Rex or Wally, tune 82 is started, tune 81 is faded
// out and tune 80 is faded down even further.
//
// However, when tune 81 is faded out its trigger will cause tune 80 to
// fade back up, resulting in two tunes being played simultaneously at
// full blast. It's no use trying to keep tune 81 playing at volume 0.
// It doesn't loop, so eventually it will terminate on its own.
//
// I don't know how the original interpreter handled this - or even if
// it handled it at all - but it looks like sloppy scripting to me. Our
// workaround is to clear the trigger if the player listens to Rex or
// Wally before tune 81 has finished on its own.
if (_game_id == GID_SAMNMAX && sound == 82 && getSoundStatus_internal(81, false))
ImClearTrigger(81, 1);
// Workaround for monkey2 bug #1410 / Scabb Island
//
// Tunes involved:
// 100 - Captain Dread's map
// 101 - Woodtick
// 107 - Map of Scabb Island
//
// If you go from Woodtick to the map of Scabb Island tune 107 is added as
// trigger on 101 and 101 moves to an outro and stop (triggering start
// of 107). Then at Captain Dread tune 107 is stopped and 100 is started.
//
// If you go quickly enough, the trigger occurs not at the Scabb Island
// map but at Captain Dread causing tune 107 not to be stopped.
// So we prevent starting 107 if 100 is already running.
if (_game_id == GID_MONKEY2 && (sound == 107) && (getSoundStatus_internal(100, true) == 1))
return false;
// In some cases 107 is running and doesn't get killed at Dread's map
if (_game_id == GID_MONKEY2 && (sound == 100) && (getSoundStatus_internal(107, true) == 1))
IMuseInternal::stopSound_internal(107);
// Workaround for monkey2 bug #1410 / Booty Island
//
// Tunes involved
// 100 - Captain Dread's map
// 113 - Guard Kiosk / Mardi Grass
// 115 - Map of Booty Island / Ville de la Booty
// 118 - Ville de la Booty
//
// When you enter the Guard Kiosk tune 113 is added as trigger on song
// 115. Then if you leave, 113 is stopped and 115 is started again.
// If you leave quickly enough, the trigger occurs on the map and tune
// 113 will not stop.
// We kill 113 on entry of one of the other locations (Captain Dread
// or Ville de la Booty) because tune 115 is not always started.
if (_game_id == GID_MONKEY2 && (sound == 100 || sound == 115 || sound == 118) && (getSoundStatus_internal(113, true) == 1))
IMuseInternal::stopSound_internal(113);
player->clear();
player->setOffsetNote(offset);
return player->startSound(sound, driver);
}
int IMuseInternal::stopSound_internal(int sound) {
int r = -1;
Player *player = findActivePlayer(sound);
if (player) {
player->clear();
r = 0;
}
return r;
}
int IMuseInternal::stopAllSounds_internal() {
clear_queue();
Player *player = _players;
for (int i = ARRAYSIZE(_players); i; i--, player++) {
if (player->isActive())
player->clear();
}
return 0;
}
int IMuseInternal::getSoundStatus_internal(int sound, bool ignoreFadeouts) const {
const Player *player = _players;
for (int i = ARRAYSIZE(_players); i; i--, player++) {
if (player->isActive() && (!ignoreFadeouts || !player->isFadingOut())) {
if (sound == -1)
return player->getID();
else if (player->getID() == (uint16)sound)
return 1;
}
}
return (sound == -1) ? 0 : get_queue_sound_status(sound);
}
int32 IMuseInternal::doCommand_internal(int a, int b, int c, int d, int e, int f, int g, int h) {
int args[8];
args[0] = a;
args[1] = b;
args[2] = c;
args[3] = d;
args[4] = e;
args[5] = f;
args[6] = g;
args[7] = h;
return doCommand_internal(8, args);
}
int32 IMuseInternal::doCommand_internal(int numargs, int a[]) {
if (numargs < 1)
return -1;
int i;
byte cmd = a[0] & 0xFF;
byte param = a[0] >> 8;
Player *player = NULL;
if (!_initialized && (cmd || param))
return -1;
{
Common::String string = "doCommand - ";
string += Common::String::format("%d (%d/%d)", a[0], (int)param, (int)cmd);
for (i = 1; i < numargs; ++i)
string += Common::String::format(", %d", a[i]);
debugC(DEBUG_IMUSE, "%s", string.c_str());
}
if (param == 0) {
switch (cmd) {
case 6:
if (a[1] > 127)
return -1;
else {
debug(0, "IMuse doCommand(6) - setImuseMasterVolume (%d)", a[1]);
return setImuseMasterVolume((a[1] << 1) | (a[1] ? 0 : 1)); // Convert from 0-127 to 0-255
}
case 7:
debug(0, "IMuse doCommand(7) - getMasterVolume (%d)", a[1]);
return _master_volume / 2; // Convert from 0-255 to 0-127
case 8:
return startSound_internal(a[1]) ? 0 : -1;
case 9:
return stopSound_internal(a[1]);
case 10: // FIXME: Sam and Max - Not sure if this is correct
return stopAllSounds_internal();
case 11:
return stopAllSounds_internal();
case 12:
// Sam & Max: Player-scope commands
player = findActivePlayer(a[1]);
if (player == NULL)
return -1;
switch (a[3]) {
case 6:
// Set player volume.
return player->setVolume(a[4]);
default:
error("IMuseInternal::doCommand(12) unsupported sub-command %d", a[3]);
}
return -1;
case 13:
return getSoundStatus_internal(a[1], true);
case 14:
// Sam and Max: Parameter fade
player = findActivePlayer(a[1]);
if (player)
return player->addParameterFader(a[3], a[4], a[5]);
return -1;
case 15:
// Sam & Max: Set hook for a "maybe" jump
player = findActivePlayer(a[1]);
if (player) {
player->setHook(0, a[3], 0);
return 0;
}
return -1;
case 16:
debug(0, "IMuse doCommand(16) - set_volchan (%d, %d)", a[1], a[2]);
return set_volchan(a[1], a[2]);
case 17:
if (_game_id != GID_SAMNMAX) {
debug(0, "IMuse doCommand(17) - set_channel_volume (%d, %d)", a[1], a[2]);
return set_channel_volume(a[1], a[2]);
} else {
if (a[4]) {
int b[16];
memset(b, 0, sizeof(b));
for (i = 0; i < numargs; ++i)
b[i] = a[i];
return ImSetTrigger(b[1], b[3], b[4], b[5], b[6], b[7], b[8], b[9], b[10], b[11]);
} else {
return ImClearTrigger(a[1], a[3]);
}
}
case 18:
if (_game_id != GID_SAMNMAX) {
return set_volchan_entry(a[1], a[2]);
} else {
// Sam & Max: ImCheckTrigger.
// According to Mike's notes to Ender,
// this function returns the number of triggers
// associated with a particular player ID and
// trigger ID.
a[0] = 0;
for (i = 0; i < ARRAYSIZE(_snm_triggers); ++i) {
if (_snm_triggers[i].sound == a[1] && _snm_triggers[i].id &&
(a[3] == -1 || _snm_triggers[i].id == a[3])) {
++a[0];
}
}
return a[0];
}
case 19:
// Sam & Max: ImClearTrigger
// This should clear a trigger that's been set up
// with ImSetTrigger(cmd == 17). Seems to work....
return ImClearTrigger(a[1], a[3]);
case 20:
// Sam & Max: Deferred Command
addDeferredCommand(a[1], a[2], a[3], a[4], a[5], a[6], a[7]);
return 0;
case 2:
case 3:
return 0;
default:
error("doCommand(%d [%d/%d], %d, %d, %d, %d, %d, %d, %d) unsupported", a[0], param, cmd, a[1], a[2], a[3], a[4], a[5], a[6], a[7]);
}
} else if (param == 1) {
if ((1 << cmd) & 0x783FFF) {
player = findActivePlayer(a[1]);
if (!player)
return -1;
if ((1 << cmd) & (1 << 11 | 1 << 22)) {
assert(a[2] >= 0 && a[2] <= 15);
player = (Player *)player->getPart(a[2]);
if (!player)
return -1;
}
}
switch (cmd) {
case 0:
if (_game_id == GID_SAMNMAX) {
if (a[3] == 1) // Measure number
return ((player->getBeatIndex() - 1) >> 2) + 1;
else if (a[3] == 2) // Beat number
return player->getBeatIndex();
return -1;
} else {
return player->getParam(a[2], a[3]);
}
case 1:
if (_game_id == GID_SAMNMAX) {
// FIXME: Could someone verify this?
//
// This jump instruction is known to be used in
// the following cases:
//
// 1) Going anywhere on the USA map
// 2) Winning the Wak-A-Rat game
// 3) Losing or quitting the Wak-A-Rat game
// 4) Conroy hitting Max with a golf club
//
// For all these cases the position parameters
// are always the same: 2, 1, 0, 0.
//
// 5) When leaving the bigfoot party. The
// position parameters are: 3, 4, 300, 0
// 6) At Frog Rock, when the UFO appears. The
// position parameters are: 10, 4, 400, 1
//
// The last two cases used to be buggy, so I
// have made a change to how the last two
// position parameters are handled. I still do
// not know if it's correct, but it sounds
// good to me at least.
debug(0, "doCommand(%d [%d/%d], %d, %d, %d, %d, %d, %d, %d)", a[0], param, cmd, a[1], a[2], a[3], a[4], a[5], a[6], a[7]);
player->jump(a[3] - 1, (a[4] - 1) * 4 + a[5], a[6] + ((a[7] * player->getTicksPerBeat()) >> 2));
} else
player->setPriority(a[2]);
return 0;
case 2:
return player->setVolume(a[2]);
case 3:
player->setPan(a[2]);
return 0;
case 4:
return player->setTranspose(a[2], a[3]);
case 5:
player->setDetune(a[2]);
return 0;
case 6:
// WORKAROUND for bug #1324106. When playing the
// "flourishes" as Rapp's body appears from his ashes,
// MI2 sets up triggers to pause the music, in case the
// animation plays too slowly, and then the music is
// manually unpaused for the next part of the music.
//
// In ScummVM, the animation finishes slightly too
// quickly, and the pause command is run *after* the
// unpause command. So we work around it by ignoring
// all attempts at pausing this particular sound.
//
// I could have sworn this wasn't needed after the
// recent timer change, but now it looks like it's
// still needed after all.
if (_game_id != GID_MONKEY2 || player->getID() != 183 || a[2] != 0) {
player->setSpeed(a[2]);
}
return 0;
case 7:
return player->jump(a[2], a[3], a[4]) ? 0 : -1;
case 8:
return player->scan(a[2], a[3], a[4]);
case 9:
return player->setLoop(a[2], a[3], a[4], a[5], a[6]) ? 0 : -1;
case 10:
player->clearLoop();
return 0;
case 11:
((Part *)player)->set_onoff(a[3] != 0);
return 0;
case 12:
return player->setHook(a[2], a[3], a[4]);
case 13:
return player->addParameterFader(ParameterFader::pfVolume, a[2], a[3]);
case 14:
return enqueue_trigger(a[1], a[2]);
case 15:
return enqueue_command(a[1], a[2], a[3], a[4], a[5], a[6], a[7]);
case 16:
return clear_queue();
case 19:
return player->getParam(a[2], a[3]);
case 20:
return player->setHook(a[2], a[3], a[4]);
case 21:
return -1;
case 22:
((Part *)player)->volume(a[3]);
return 0;
case 23:
return query_queue(a[1]);
case 24:
return 0;
default:
error("doCommand(%d [%d/%d], %d, %d, %d, %d, %d, %d, %d) unsupported", a[0], param, cmd, a[1], a[2], a[3], a[4], a[5], a[6], a[7]);
return -1;
}
}
return -1;
}
// mixin end
void IMuseInternal::sequencer_timers(MidiDriver *midi) {
Player *player = _players;
int i;
for (i = ARRAYSIZE(_players); i != 0; i--, player++) {
if (player->isActive() && player->getMidiDriver() == midi) {
player->onTimer();
}
}
}
void IMuseInternal::handle_marker(uint id, byte data) {
if ((_queue_end == _queue_pos) || (_queue_adding && _queue_sound == id && data == _queue_marker))
return;
uint16 *p = _cmd_queue[_queue_end].array;
if (p[0] != TRIGGER_ID || id != p[1] || data != p[2])
return;
_trigger_count--;
_queue_cleared = false;
_queue_end = (_queue_end + 1) % ARRAYSIZE(_cmd_queue);
while (_queue_end != _queue_pos && _cmd_queue[_queue_end].array[0] == COMMAND_ID && !_queue_cleared) {
p = _cmd_queue[_queue_end].array;
doCommand_internal(p[1], p[2], p[3], p[4], p[5], p[6], p[7], 0);
_queue_end = (_queue_end + 1) % ARRAYSIZE(_cmd_queue);
}
}
int IMuseInternal::get_channel_volume(uint a) {
if (a < 8)
return _channel_volume_eff[a];
return (_master_volume * _music_volume / 255) / 2;
}
Part *IMuseInternal::allocate_part(byte pri, MidiDriver *midi) {
Part *part, *best = NULL;
int i;
for (i = ARRAYSIZE(_parts), part = _parts; i != 0; i--, part++) {
if (!part->_player)
return part;
if (pri >= part->_pri_eff) {
pri = part->_pri_eff;
best = part;
}
}
if (best) {
best->uninit();
reallocateMidiChannels(midi);
} else {
debug(1, "Denying part request");
}
return best;
}
int IMuseInternal::get_queue_sound_status(int sound) const {
const uint16 *a;
int i, j;
j = _queue_pos;
i = _queue_end;
while (i != j) {
a = _cmd_queue[i].array;
if (a[0] == COMMAND_ID && a[1] == 8 && a[2] == (uint16)sound)
return 2;
i = (i + 1) % ARRAYSIZE(_cmd_queue);
}
for (i = 0; i < ARRAYSIZE(_deferredCommands); ++i) {
if (_deferredCommands[i].time_left && _deferredCommands[i].a == 8 &&
_deferredCommands[i].b == sound) {
return 2;
}
}
return 0;
}
int IMuseInternal::set_volchan(int sound, int volchan) {
int r;
int i;
int num;
Player *player, *best, *sameid;
r = get_volchan_entry(volchan);
if (r == -1)
return -1;
if (r >= 8) {
player = findActivePlayer(sound);
if (player && player->_vol_chan != (uint16)volchan) {
player->_vol_chan = volchan;
player->setVolume(player->getVolume());
return 0;
}
return -1;
} else {
best = NULL;
num = 0;
sameid = NULL;
for (i = ARRAYSIZE(_players), player = _players; i != 0; i--, player++) {
if (player->isActive()) {
if (player->_vol_chan == (uint16)volchan) {
num++;
if (!best || player->getPriority() <= best->getPriority())
best = player;
} else if (player->getID() == (uint16)sound) {
sameid = player;
}
}
}
if (sameid == NULL)
return -1;
if (num >= r)
best->clear();
player->_vol_chan = volchan;
player->setVolume(player->getVolume());
return 0;
}
}
int IMuseInternal::clear_queue() {
_queue_adding = false;
_queue_cleared = true;
_queue_pos = 0;
_queue_end = 0;
_trigger_count = 0;
return 0;
}
int IMuseInternal::enqueue_command(int a, int b, int c, int d, int e, int f, int g) {
uint16 *p;
uint i;
i = _queue_pos;
if (i == _queue_end)
return -1;
if (a == -1) {
_queue_adding = false;
_trigger_count++;
return 0;
}
p = _cmd_queue[_queue_pos].array;
p[0] = COMMAND_ID;
p[1] = a;
p[2] = b;
p[3] = c;
p[4] = d;
p[5] = e;
p[6] = f;
p[7] = g;
i = (i + 1) % ARRAYSIZE(_cmd_queue);
if (_queue_end != i) {
_queue_pos = i;
return 0;
} else {
_queue_pos = (i - 1) % ARRAYSIZE(_cmd_queue);
return -1;
}
}
int IMuseInternal::query_queue(int param) {
switch (param) {
case 0: // Get trigger count
return _trigger_count;
case 1: // Get trigger type
if (_queue_end == _queue_pos)
return -1;
return _cmd_queue[_queue_end].array[1];
case 2: // Get trigger sound
if (_queue_end == _queue_pos)
return 0xFF;
return _cmd_queue[_queue_end].array[2];
default:
return -1;
}
}
int IMuseInternal::setImuseMasterVolume(uint vol) {
if (vol > 255)
vol = 255;
if (_master_volume == vol)
return 0;
_master_volume = vol;
vol = _master_volume * _music_volume / 255;
for (uint i = 0; i < ARRAYSIZE(_channel_volume); i++) {
_channel_volume_eff[i] = _channel_volume[i] * vol / 255;
}
if (!_paused)
update_volumes();
return 0;
}
int IMuseInternal::enqueue_trigger(int sound, int marker) {
uint16 *p;
uint pos;
pos = _queue_pos;
p = _cmd_queue[pos].array;
p[0] = TRIGGER_ID;
p[1] = sound;
p[2] = marker;
pos = (pos + 1) % ARRAYSIZE(_cmd_queue);
if (_queue_end == pos) {
_queue_pos = (pos - 1) % ARRAYSIZE(_cmd_queue);
return -1;
}
_queue_pos = pos;
_queue_adding = true;
_queue_sound = sound;
_queue_marker = marker;
return 0;
}
int32 IMuseInternal::ImSetTrigger(int sound, int id, int a, int b, int c, int d, int e, int f, int g, int h) {
// Sam & Max: ImSetTrigger.
// Sets a trigger for a particular player and
// marker ID, along with doCommand parameters
// to invoke at the marker. The marker is
// represented by MIDI SysEx block 00 xx(F7)
// where "xx" is the marker ID.
uint16 oldest_trigger = 0;
ImTrigger *oldest_ptr = NULL;
int i;
ImTrigger *trig = _snm_triggers;
for (i = ARRAYSIZE(_snm_triggers); i; --i, ++trig) {
if (!trig->id)
break;
// We used to only compare 'id' and 'sound' here, but at least
// at the Dino Bungie Memorial that causes the music to stop
// after getting the T-Rex tooth. See bug #888161.
if (trig->id == id && trig->sound == sound && trig->command[0] == a)
break;
uint16 diff;
if (trig->expire <= _snm_trigger_index)
diff = _snm_trigger_index - trig->expire;
else
diff = 0x10000 - trig->expire + _snm_trigger_index;
if (!oldest_ptr || oldest_trigger < diff) {
oldest_ptr = trig;
oldest_trigger = diff;
}
}
// If we didn't find a trigger, see if we can expire one.
if (!i) {
if (!oldest_ptr)
return -1;
trig = oldest_ptr;
}
trig->id = id;
trig->sound = sound;
trig->expire = (++_snm_trigger_index & 0xFFFF);
trig->command[0] = a;
trig->command[1] = b;
trig->command[2] = c;
trig->command[3] = d;
trig->command[4] = e;
trig->command[5] = f;
trig->command[6] = g;
trig->command[7] = h;
// If the command is to start a sound, stop that sound if it's already playing.
// This fixes some carnival music problems.
// NOTE: We ONLY do this if the sound that will trigger the command is actually
// playing. Otherwise, there's a problem when exiting and re-entering the
// Bumpusville mansion. Ref Bug #780918.
if (trig->command[0] == 8 && getSoundStatus_internal(trig->command[1], true) && getSoundStatus_internal(sound, true))
stopSound_internal(trig->command[1]);
return 0;
}
int32 IMuseInternal::ImClearTrigger(int sound, int id) {
int count = 0;
int i;
ImTrigger *trig = _snm_triggers;
for (i = ARRAYSIZE(_snm_triggers); i; --i, ++trig) {
if ((sound == -1 || trig->sound == sound) && trig->id && (id == -1 || trig->id == id)) {
trig->sound = trig->id = 0;
++count;
}
}
return (count > 0) ? 0 : -1;
}
int32 IMuseInternal::ImFireAllTriggers(int sound) {
if (!sound)
return 0;
int count = 0;
int i;
for (i = 0; i < ARRAYSIZE(_snm_triggers); ++i) {
if (_snm_triggers[i].sound == sound) {
_snm_triggers[i].sound = _snm_triggers[i].id = 0;
doCommand_internal(8, _snm_triggers[i].command);
++count;
}
}
return (count > 0) ? 0 : -1;
}
int IMuseInternal::set_channel_volume(uint chan, uint vol) {
if (chan >= 8 || vol > 127)
return -1;
_channel_volume[chan] = vol;
_channel_volume_eff[chan] = _master_volume * _music_volume * vol / 255 / 255;
update_volumes();
return 0;
}
void IMuseInternal::update_volumes() {
Player *player;
int i;
for (i = ARRAYSIZE(_players), player = _players; i != 0; i--, player++) {
if (player->isActive())
player->setVolume(player->getVolume());
}
}
int IMuseInternal::set_volchan_entry(uint a, uint b) {
if (a >= 8)
return -1;
_volchan_table[a] = b;
return 0;
}
int HookDatas::query_param(int param, byte chan) {
switch (param) {
case 18:
return _jump[0];
case 19:
return _transpose;
case 20:
return _part_onoff[chan];
case 21:
return _part_volume[chan];
case 22:
return _part_program[chan];
case 23:
return _part_transpose[chan];
default:
return -1;
}
}
int HookDatas::set(byte cls, byte value, byte chan) {
switch (cls) {
case 0:
if (value != _jump[0]) {
_jump[1] = _jump[0];
_jump[0] = value;
}
break;
case 1:
_transpose = value;
break;
case 2:
if (chan < 16)
_part_onoff[chan] = value;
else if (chan == 16)
memset(_part_onoff, value, 16);
break;
case 3:
if (chan < 16)
_part_volume[chan] = value;
else if (chan == 16)
memset(_part_volume, value, 16);
break;
case 4:
if (chan < 16)
_part_program[chan] = value;
else if (chan == 16)
memset(_part_program, value, 16);
break;
case 5:
if (chan < 16)
_part_transpose[chan] = value;
else if (chan == 16)
memset(_part_transpose, value, 16);
break;
default:
return -1;
}
return 0;
}
Player *IMuseInternal::findActivePlayer(int id) {
int i;
Player *player = _players;
for (i = ARRAYSIZE(_players); i != 0; i--, player++) {
if (player->isActive() && player->getID() == (uint16)id)
return player;
}
return NULL;
}
int IMuseInternal::get_volchan_entry(uint a) {
if (a < 8)
return _volchan_table[a];
return -1;
}
IMuseInternal *IMuseInternal::create(OSystem *syst, MidiDriver *nativeMidiDriver, MidiDriver *adlibMidiDriver) {
IMuseInternal *i = new IMuseInternal;
i->initialize(syst, nativeMidiDriver, adlibMidiDriver);
return i;
}
int IMuseInternal::initialize(OSystem *syst, MidiDriver *native_midi, MidiDriver *adlib_midi) {
int i;
_system = syst;
_midi_native = native_midi;
_midi_adlib = adlib_midi;
if (native_midi != NULL) {
_timer_info_native.imuse = this;
_timer_info_native.driver = native_midi;
initMidiDriver(&_timer_info_native);
}
if (adlib_midi != NULL) {
_timer_info_adlib.imuse = this;
_timer_info_adlib.driver = adlib_midi;
initMidiDriver(&_timer_info_adlib);
}
if (!_tempoFactor)
_tempoFactor = 100;
_master_volume = 255;
for (i = 0; i != 8; i++)
_channel_volume[i] = _channel_volume_eff[i] = _volchan_table[i] = 127;
init_players();
init_queue();
init_parts();
_initialized = true;
return 0;
}
void IMuseInternal::initMidiDriver(TimerCallbackInfo *info) {
// Open MIDI driver
int result = info->driver->open();
if (result)
error("IMuse initialization - %s", MidiDriver::getErrorName(result));
// Connect to the driver's timer
info->driver->setTimerCallback(info, &IMuseInternal::midiTimerCallback);
}
void IMuseInternal::initMT32(MidiDriver *midi) {
byte buffer[52];
char info[256] = "ScummVM ";
int len;
// Reset the MT-32
midi->sysEx((const byte *) "\x41\x10\x16\x12\x7f\x00\x00\x01\x00", 9);
_system->delayMillis(250);
// Setup master tune, reverb mode, reverb time, reverb level,
// channel mapping, partial reserve and master volume
midi->sysEx((const byte *) "\x41\x10\x16\x12\x10\x00\x00\x40\x00\x04\x04\x04\x04\x04\x04\x04\x04\x04\x04\x00\x01\x02\x03\x04\x05\x06\x07\x08\x09\x64\x77", 31);
_system->delayMillis(250);
// Map percussion to notes 24 - 34 without reverb
midi->sysEx((const byte *) "\x41\x10\x16\x12\x03\x01\x10\x40\x64\x07\x00\x4a\x64\x06\x00\x41\x64\x07\x00\x4b\x64\x08\x00\x45\x64\x06\x00\x44\x64\x0b\x00\x51\x64\x05\x00\x43\x64\x08\x00\x50\x64\x07\x00\x42\x64\x03\x00\x4c\x64\x07\x00\x44", 52);
_system->delayMillis(250);
// Compute version string (truncated to 20 chars max.)
strcat(info, gScummVMVersion);
len = strlen(info);
if (len > 20)
len = 20;
// Display a welcome message on MT-32 displays.
memcpy(&buffer[0], "\x41\x10\x16\x12\x20\x00\x00", 7);
memcpy(&buffer[7], " ", 20);
memcpy(buffer + 7 + (20 - len) / 2, info, len);
byte checksum = 0;
for (int i = 4; i < 27; ++i)
checksum -= buffer[i];
buffer[27] = checksum & 0x7F;
midi->sysEx(buffer, 28);
_system->delayMillis(1000);
}
void IMuseInternal::initGM(MidiDriver *midi) {
byte buffer[12];
int i;
// General MIDI System On message
// Resets all GM devices to default settings
memcpy(&buffer[0], "\x7E\x7F\x09\x01", 4);
midi->sysEx(buffer, 4);
debug(2, "GM SysEx: GM System On");
_system->delayMillis(200);
if (_enable_gs) {
// All GS devices recognize the GS Reset command,
// even using Roland's ID. It is impractical to
// support other manufacturers' devices for
// further GS settings, as there are limitless
// numbers of them out there that would each
// require individual SysEx commands with unique IDs.
// Roland GS SysEx ID
memcpy(&buffer[0], "\x41\x10\x42\x12", 4);
// GS Reset
memcpy(&buffer[4], "\x40\x00\x7F\x00\x41", 5);
midi->sysEx(buffer, 9);
debug(2, "GS SysEx: GS Reset");
_system->delayMillis(200);
// Set global Master Tune to 442.0kHz, as on the MT-32
memcpy(&buffer[4], "\x40\x00\x00\x00\x04\x04\x0F\x29", 8);
midi->sysEx(buffer, 12);
debug(2, "GS SysEx: Master Tune set to 442.0kHz");
// Note: All Roland GS devices support CM-64/32L maps
// Set Channels 1-16 to SC-55 Map, then CM-64/32L Variation
for (i = 0; i < 16; ++i) {
midi->send((127 << 16) | (0 << 8) | (0xB0 | i));
midi->send((1 << 16) | (32 << 8) | (0xB0 | i));
midi->send((0 << 16) | (0 << 8) | (0xC0 | i));
}
debug(2, "GS Program Change: CM-64/32L Map Selected");
// Set Percussion Channel to SC-55 Map (CC#32, 01H), then
// Switch Drum Map to CM-64/32L (MT-32 Compatible Drums)
midi->getPercussionChannel()->controlChange(0, 0);
midi->getPercussionChannel()->controlChange(32, 1);
midi->send(127 << 8 | 0xC0 | 9);
debug(2, "GS Program Change: Drum Map is CM-64/32L");
// Set Master Chorus to 0. The MT-32 has no chorus capability.
memcpy(&buffer[4], "\x40\x01\x3A\x00\x05", 5);
midi->sysEx(buffer, 9);
debug(2, "GS SysEx: Master Chorus Level is 0");
// Set Channels 1-16 Reverb to 64, which is the
// equivalent of MT-32 default Reverb Level 5
for (i = 0; i < 16; ++i)
midi->send((64 << 16) | (91 << 8) | (0xB0 | i));
debug(2, "GM Controller 91 Change: Channels 1-16 Reverb Level is 64");
// Set Channels 1-16 Pitch Bend Sensitivity to
// 12 semitones; then lock the RPN by setting null.
for (i = 0; i < 16; ++i) {
midi->setPitchBendRange(i, 12);
}
debug(2, "GM Controller 6 Change: Channels 1-16 Pitch Bend Sensitivity is 12 semitones");
// Set channels 1-16 Mod. LFO1 Pitch Depth to 4
memcpy(&buffer[4], "\x40\x20\x04\x04\x18", 5);
for (i = 0; i < 16; ++i) {
buffer[5] = 0x20 + i;
buffer[8] = 0x18 - i;
midi->sysEx(buffer, 9);
}
debug(2, "GS SysEx: Channels 1-16 Mod. LFO1 Pitch Depth Level is 4");
// Set Percussion Channel Expression to 80
midi->getPercussionChannel()->controlChange(11, 80);
debug(2, "GM Controller 11 Change: Percussion Channel Expression Level is 80");
// Turn off Percussion Channel Rx. Expression so that
// Expression cannot be modified. I don't know why, but
// Roland does it this way.
memcpy(&buffer[4], "\x40\x10\x0E\x00\x22", 5);
midi->sysEx(buffer, 9);
debug(2, "GS SysEx: Percussion Channel Rx. Expression is OFF");
// Change Reverb Character to 0. I don't think this
// sounds most like MT-32, but apparently Roland does.
memcpy(&buffer[4], "\x40\x01\x31\x00\x0E", 5);
midi->sysEx(buffer, 9);
debug(2, "GS SysEx: Reverb Character is 0");
// Change Reverb Pre-LF to 4, which is similar to
// what MT-32 reverb does.
memcpy(&buffer[4], "\x40\x01\x32\x04\x09", 5);
midi->sysEx(buffer, 9);
debug(2, "GS SysEx: Reverb Pre-LF is 4");
// Change Reverb Time to 106; the decay on Hall 2
// Reverb is too fast compared to the MT-32's
memcpy(&buffer[4], "\x40\x01\x34\x6A\x21", 5);
midi->sysEx(buffer, 9);
debug(2, "GS SysEx: Reverb Time is 106");
}
}
void IMuseInternal::init_queue() {
_queue_adding = false;
_queue_pos = 0;
_queue_end = 0;
_trigger_count = 0;
}
void IMuseInternal::handleDeferredCommands(MidiDriver *midi) {
uint32 advance = midi->getBaseTempo();
DeferredCommand *ptr = &_deferredCommands[0];
int i;
for (i = ARRAYSIZE(_deferredCommands); i; --i, ++ptr) {
if (!ptr->time_left)
continue;
if (ptr->time_left <= advance) {
doCommand_internal(ptr->a, ptr->b, ptr->c, ptr->d, ptr->e, ptr->f, 0, 0);
ptr->time_left = advance;
}
ptr->time_left -= advance;
}
}
// "time" is interpreted as hundredths of a second.
// FIXME: Is that correct?
// We convert it to microseconds before prceeding
void IMuseInternal::addDeferredCommand(int time, int a, int b, int c, int d, int e, int f) {
DeferredCommand *ptr = &_deferredCommands[0];
int i;
for (i = ARRAYSIZE(_deferredCommands); i; --i, ++ptr) {
if (!ptr->time_left)
break;
}
if (i) {
ptr->time_left = time * 10000;
ptr->a = a;
ptr->b = b;
ptr->c = c;
ptr->d = d;
ptr->e = e;
ptr->f = f;
}
}
void IMuseInternal::fix_parts_after_load() {
Part *part;
int i;
for (i = ARRAYSIZE(_parts), part = _parts; i != 0; i--, part++) {
if (part->_player)
part->fix_after_load();
}
}
// Only call this routine from the main thread,
// since it uses getResourceAddress
void IMuseInternal::fix_players_after_load(ScummEngine *scumm) {
Player *player = _players;
int i;
for (i = ARRAYSIZE(_players); i != 0; i--, player++) {
if (player->isActive()) {
scumm->getResourceAddress(rtSound, player->getID());
player->fixAfterLoad();
}
}
}
////////////////////////////////////////
//
// Some more IMuseInternal stuff
//
////////////////////////////////////////
void IMuseInternal::midiTimerCallback(void *data) {
TimerCallbackInfo *info = (TimerCallbackInfo *)data;
info->imuse->on_timer(info->driver);
}
void IMuseInternal::reallocateMidiChannels(MidiDriver *midi) {
Part *part, *hipart;
int i;
byte hipri, lopri;
Part *lopart;
while (true) {
hipri = 0;
hipart = NULL;
for (i = 32, part = _parts; i; i--, part++) {
if (part->_player && part->_player->getMidiDriver() == midi &&
!part->_percussion && part->_on &&
!part->_mc && part->_pri_eff >= hipri) {
hipri = part->_pri_eff;
hipart = part;
}
}
if (!hipart)
return;
if ((hipart->_mc = midi->allocateChannel()) == NULL) {
lopri = 255;
lopart = NULL;
for (i = 32, part = _parts; i; i--, part++) {
if (part->_mc && part->_mc->device() == midi && part->_pri_eff <= lopri) {
lopri = part->_pri_eff;
lopart = part;
}
}
if (lopart == NULL || lopri >= hipri)
return;
lopart->off();
if ((hipart->_mc = midi->allocateChannel()) == NULL)
return;
}
hipart->sendAll();
}
}
void IMuseInternal::setGlobalInstrument(byte slot, byte *data) {
if (slot < 32) {
if (_pcSpeaker)
_global_instruments[slot].pcspk(data);
else
_global_instruments[slot].adlib(data);
}
}
void IMuseInternal::copyGlobalInstrument(byte slot, Instrument *dest) {
if (slot >= 32)
return;
// Both the AdLib code and the PC Speaker code use an all zero instrument
// as default in the original, thus we do the same.
// PC Speaker instrument size is 23, while AdLib instrument size is 30.
// Thus we just use a 30 byte instrument data array as default.
const byte defaultInstr[30] = { 0 };
if (_global_instruments[slot].isValid()) {
// In case we have an valid instrument set up, copy it to the part.
_global_instruments[slot].copy_to(dest);
} else if (_pcSpeaker) {
debug(0, "Trying to use non-existent global PC Speaker instrument %d", slot);
dest->pcspk(defaultInstr);
} else {
debug(0, "Trying to use non-existent global AdLib instrument %d", slot);
dest->adlib(defaultInstr);
}
}
/**
* IMuseInternal factory creation method.
* This method provides a means for creating an IMuse
* implementation without requiring that the details
* of that implementation be exposed to the client
* through a header file. This allows the internals
* of the implementation to be changed and updated
* without requiring a recompile of the client code.
*/
IMuse *IMuse::create(OSystem *syst, MidiDriver *nativeMidiDriver, MidiDriver *adlibMidiDriver) {
IMuseInternal *engine = IMuseInternal::create(syst, nativeMidiDriver, adlibMidiDriver);
return engine;
}
} // End of namespace Scumm
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