aboutsummaryrefslogtreecommitdiff
path: root/engines/sword2/sound.h
blob: 2c4c8364c75cc2d74642e0079ea7215cadc81b47 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
/* 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.
 *
 * Additional copyright for this file:
 * Copyright (C) 1994-1998 Revolution Software Ltd.
 *
 * 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.
 *
 * $URL$
 * $Id$
 */

/*****************************************************************************
 *		SOUND.H		Sound engine
 *
 *		SOUND.CPP Contains the sound engine, fx & music functions
 *		Some very 'sound' code in here ;)
 *
 *		(16Dec96 JEL)
 *
 ****************************************************************************/

#ifndef SWORD2_SOUND_H
#define SWORD2_SOUND_H

#include "common/file.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"

// Max number of sound fx
#define MAXMUS 2

// Max number of fx in queue at once
#define FXQ_LENGTH 32

#define BUFFER_SIZE 4096

namespace Sword2 {

enum {
	kCLUMode = 1,
	kMP3Mode,
	kVorbisMode,
	kFLACMode
};

enum {
	kLeadInSound,
	kLeadOutSound
};

enum {
	// These three types correspond to types set by the scripts
	FX_SPOT		= 0,
	FX_LOOP		= 1,
	FX_RANDOM	= 2,

	// These are used for FX queue bookkeeping
	FX_SPOT2	= 3,
	FX_LOOPING	= 4
};

// Sound defines

enum {
	RDSE_SAMPLEFINISHED		= 0,
	RDSE_SAMPLEPLAYING		= 1,
	RDSE_FXTOCLEAR			= 0,		// Unused
	RDSE_FXCACHED			= 1,		// Unused
	RDSE_FXSPOT			= 0,
	RDSE_FXLOOP			= 1,
	RDSE_FXLEADIN			= 2,
	RDSE_FXLEADOUT			= 3,
	RDSE_QUIET			= 1,
	RDSE_SPEAKING			= 0
};

class CLUInputStream : public Audio::AudioStream {
private:
	Common::File *_file;
	bool _firstTime;
	uint32 _file_pos;
	uint32 _end_pos;
	int16 _outbuf[BUFFER_SIZE];
	byte _inbuf[BUFFER_SIZE];
	const int16 *_bufferEnd;
	const int16 *_pos;

	uint16 _prev;

	void refill();

	inline bool eosIntern() const {
		return !_file->isOpen() || _pos >= _bufferEnd;
	}

public:
	CLUInputStream(Common::File *file, int size);
	~CLUInputStream();

	int readBuffer(int16 *buffer, const int numSamples);

	bool endOfData() const	{ return eosIntern(); }
	bool isStereo() const	{ return false; }
	int getRate() const	{ return 22050; }
};

struct SoundFileHandle {
	Common::File file;
	uint32 *idxTab;
	uint32 idxLen;
	int32 fileSize;
	uint32 fileType;
	volatile bool inUse;
};

class MusicInputStream : public Audio::AudioStream {
private:
	int _cd;
	SoundFileHandle *_fh;
	uint32 _musicId;
	Audio::AudioStream *_decoder;
	int16 _buffer[BUFFER_SIZE];
	const int16 *_bufferEnd;
	const int16 *_pos;
	bool _remove;
	uint32 _numSamples;
	uint32 _samplesLeft;
	bool _looping;
	int32 _fading;
	int32 _fadeSamples;
	bool _paused;

	void refill();

	inline bool eosIntern() const {
		if (_looping)
			return false;
		return _remove || _pos >= _bufferEnd;
	}

public:
	MusicInputStream(int cd, SoundFileHandle *fh, uint32 musicId, bool looping);
	~MusicInputStream();

	int readBuffer(int16 *buffer, const int numSamples);

	bool endOfData() const	{ return eosIntern(); }
	bool isStereo() const	{ return _decoder->isStereo(); }
	int getRate() const	{ return _decoder->getRate(); }

	int getCD()		{ return _cd; }

	void fadeUp();
	void fadeDown();

	bool isReady()		{ return _decoder != NULL; }
	int32 isFading()	{ return _fading; }

	bool readyToRemove();
	int32 getTimeRemaining();
};

class Sound : public Audio::AudioStream {
private:
	Sword2Engine *_vm;

	Common::Mutex _mutex;

	Audio::SoundHandle _mixerSoundHandle;
	Audio::SoundHandle _leadInHandle;
	Audio::SoundHandle _leadOutHandle;

	struct FxQueueEntry {
		Audio::SoundHandle handle;	// sound handle
		uint32 resource;		// resource id of sample
		byte *data;			// pointer to WAV data
		uint32 len;			// WAV data length
		uint16 delay;			// cycles to wait before playing (or 'random chance' if FX_RANDOM)
		uint8 volume;			// sound volume
		int8 pan;			// sound panning
		uint8 type;			// FX_SPOT, FX_RANDOM, FX_LOOP
	};

	FxQueueEntry _fxQueue[FXQ_LENGTH];

	void triggerFx(uint8 i);

	bool _reverseStereo;

	bool _speechMuted;
	bool _fxMuted;
	bool _musicMuted;

	bool _speechPaused;
	bool _fxPaused;
	bool _musicPaused;

	int32 _loopingMusicId;

	Audio::SoundHandle _soundHandleSpeech;

	MusicInputStream *_music[MAXMUS];
	SoundFileHandle _musicFile[MAXMUS];
	SoundFileHandle _speechFile[MAXMUS];

	int16 *_mixBuffer;
	int _mixBufferLen;

public:
	Sound(Sword2Engine *vm);
	~Sound();

	// AudioStream API

	int readBuffer(int16 *buffer, const int numSamples);
	bool isStereo() const { return false; }
	bool endOfData() const;
	int getRate() const { return Sword2Engine::isPsx() ? 11025 : 22050; }

	// End of AudioStream API

	void clearFxQueue(bool killMovieSounds);
	void processFxQueue();

	void setReverseStereo(bool reverse);
	bool isReverseStereo() const { return _reverseStereo; }

	void muteSpeech(bool mute);
	bool isSpeechMute() const { return _speechMuted; }

	void muteFx(bool mute);
	bool isFxMute() const { return _fxMuted; }

	void muteMusic(bool mute) { _musicMuted = mute; }
	bool isMusicMute() const { return _musicMuted; }

	void setLoopingMusicId(int32 id) { _loopingMusicId = id; }
	int32 getLoopingMusicId() const { return _loopingMusicId; }

	void pauseSpeech();
	void unpauseSpeech();

	void pauseFx();
	void unpauseFx();

	void pauseMusic();
	void unpauseMusic();

	void playMovieSound(int32 res, int type);
	void stopMovieSounds();

	void queueFx(int32 res, int32 type, int32 delay, int32 volume, int32 pan);
	int32 playFx(FxQueueEntry *fx);
	int32 playFx(Audio::SoundHandle *handle, byte *data, uint32 len, uint8 vol, int8 pan, bool loop, Audio::Mixer::SoundType soundType);
	int32 stopFx(int32 i);
	int32 setFxIdVolumePan(int32 id, int vol, int pan = 255);

	int32 getSpeechStatus();
	int32 amISpeaking();
	int32 playCompSpeech(uint32 speechId, uint8 vol, int8 pan);
	int32 stopSpeech();

	int32 streamCompMusic(uint32 musicId, bool loop);
	void stopMusic(bool immediately);
	int32 musicTimeRemaining();

	void printFxQueue();
};

} // End of namespace Sword2

#endif