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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.
*
*/
/*
From Markus Magnuson (superqult) we got this information:
Mac0
---
4 bytes - 'SOUN'
BE 4 bytes - block length
4 bytes - 'Mac0'
BE 4 bytes - (blockLength - 27)
28 bytes - ???
do this three times (once for each channel):
4 bytes - 'Chan'
BE 4 bytes - channel length
4 bytes - instrument name (e.g. 'MARI')
do this for ((chanLength-24)/4) times:
2 bytes - note duration
1 byte - note value
1 byte - note velocity
4 bytes - ???
4 bytes - 'Loop'/'Done'
4 bytes - ???
1 byte - 0x09
---
The instruments presumably correspond to the snd resource names in the
Monkey Island executable:
Instruments
"MARI" - MARIMBA
"PLUC" - PLUCK
"HARM" - HARMONIC
"PIPE" - PIPEORGAN
"TROM" - TROMBONE
"STRI" - STRINGS
"HORN" - HORN
"VIBE" - VIBES
"SHAK" - SHAKUHACHI
"PANP" - PANPIPE
"WHIS" - WHISTLE
"ORGA" - ORGAN3
"BONG" - BONGO
"BASS" - BASS
---
Note values <= 1 are silent.
*/
#include "common/macresman.h"
#include "common/translation.h"
#include "engines/engine.h"
#include "gui/message.h"
#include "scumm/player_v5m.h"
#include "scumm/scumm.h"
namespace Scumm {
Player_V5M::Player_V5M(ScummEngine *scumm, Audio::Mixer *mixer)
: Player_Mac(scumm, mixer, 3, 0x07) {
assert(_vm->_game.id == GID_MONKEY);
}
bool Player_V5M::checkMusicAvailable() {
Common::MacResManager resource;
if (!resource.exists("Monkey Island")) {
GUI::MessageDialog dialog(_(
"Could not find the 'Monkey Island' Macintosh executable to read the\n"
"instruments from. Music will be disabled."), _("OK"));
dialog.runModal();
return false;
}
return true;
}
bool Player_V5M::loadMusic(const byte *ptr) {
Common::MacResManager resource;
if (!resource.open("Monkey Island")) {
return false;
}
uint i;
ptr += 8;
// TODO: Decipher the unknown bytes in the header. For now, skip 'em
ptr += 28;
Common::MacResIDArray idArray = resource.getResIDArray(RES_SND);
// Load the three channels and their instruments
for (i = 0; i < 3; i++) {
assert(READ_BE_UINT32(ptr) == MKTAG('C', 'h', 'a', 'n'));
uint32 len = READ_BE_UINT32(ptr + 4);
uint32 instrument = READ_BE_UINT32(ptr + 8);
_channel[i]._length = len - 20;
_channel[i]._data = ptr + 12;
_channel[i]._looped = (READ_BE_UINT32(ptr + len - 8) == MKTAG('L', 'o', 'o', 'p'));
_channel[i]._pos = 0;
_channel[i]._pitchModifier = 0;
_channel[i]._velocity = 0;
_channel[i]._remaining = 0;
_channel[i]._notesLeft = true;
for (uint j = 0; j < idArray.size(); j++) {
Common::String name = resource.getResName(RES_SND, idArray[j]);
if (instrument == READ_BE_UINT32(name.c_str())) {
debug(6, "Player_V5M::loadMusic: Channel %d: Loading instrument '%s'", i, name.c_str());
Common::SeekableReadStream *stream = resource.getResource(RES_SND, idArray[j]);
if (!_channel[i].loadInstrument(stream)) {
resource.close();
return false;
}
break;
}
}
ptr += len;
}
resource.close();
// The last note of each channel is just zeroes. We will adjust this
// note so that all the channels end at the same time.
uint32 samples[3];
uint32 maxSamples = 0;
for (i = 0; i < 3; i++) {
samples[i] = 0;
for (uint j = 0; j < _channel[i]._length; j += 4) {
samples[i] += durationToSamples(READ_BE_UINT16(&_channel[i]._data[j]));
}
if (samples[i] > maxSamples) {
maxSamples = samples[i];
}
}
for (i = 0; i < 3; i++) {
_lastNoteSamples[i] = maxSamples - samples[i];
}
return true;
}
bool Player_V5M::getNextNote(int ch, uint32 &samples, int &pitchModifier, byte &velocity) {
_channel[ch]._instrument.newNote();
if (_channel[ch]._pos >= _channel[ch]._length) {
if (!_channel[ch]._looped) {
_channel[ch]._notesLeft = false;
return false;
}
// FIXME: Jamieson630: The jump seems to be happening
// too quickly! There should maybe be a pause after
// the last Note Off? But I couldn't find one in the
// MI1 Lookout music, where I was hearing problems.
_channel[ch]._pos = 0;
}
uint16 duration = READ_BE_UINT16(&_channel[ch]._data[_channel[ch]._pos]);
byte note = _channel[ch]._data[_channel[ch]._pos + 2];
samples = durationToSamples(duration);
if (note > 1) {
pitchModifier = noteToPitchModifier(note, &_channel[ch]._instrument);
velocity = _channel[ch]._data[_channel[ch]._pos + 3];
} else {
pitchModifier = 0;
velocity = 0;
}
_channel[ch]._pos += 4;
if (_channel[ch]._pos >= _channel[ch]._length) {
samples = _lastNoteSamples[ch];
}
return true;
}
} // End of namespace Scumm
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