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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.
*
*/
/*
* This code is based on original Tony Tough source code
*
* Copyright (c) 1997-2003 Nayma Software
*/
#include "audio/audiostream.h"
#include "audio/decoders/adpcm.h"
#include "audio/decoders/raw.h"
#include "audio/decoders/wave.h"
#include "common/textconsole.h"
#include "tony/game.h"
#include "tony/tony.h"
namespace Tony {
/*
* Tony uses a [0,63] volume scale (where 0 is silent and 63 is loudest).
* The original game engine linearly mapped this scale into DirectSound's
* [-10000, 0] scale (where -10000 is silent), which is a logarithmic scale.
*
* This means that Tony's scale is logarithmic as well, and must be converted
* to the linear scale used by the mixer.
*/
static int remapVolume(int volume) {
double dsvol = (double)(63 - volume) * -10000.0 / 63.0;
return (int)((double)Audio::Mixer::kMaxChannelVolume * pow(10.0, dsvol / 2000.0) + 0.5);
}
/****************************************************************************\
* FPSOUND Methods
\****************************************************************************/
/**
* Default constructor. Initializes the attributes.
*
*/
FPSound::FPSound() {
_soundSupported = false;
}
/**
* Initializes the object, and prepare everything you need to create streams and sound effects.
*
* @returns True is everything is OK, False otherwise
*/
bool FPSound::init() {
_soundSupported = g_system->getMixer()->isReady();
return _soundSupported;
}
/**
* Destroy the object and free the memory
*
*/
FPSound::~FPSound() {
}
/**
* Allocates an object of type FPStream, and return its pointer
*
* @param streamPtr Will contain a pointer to the object you just created.
*
* @returns True is everything is OK, False otherwise
*/
bool FPSound::createStream(FPStream **streamPtr) {
(*streamPtr) = new FPStream(_soundSupported);
return true;
}
/**
* Allocates an object of type FpSfx, and return its pointer
*
* @param soundPtr Will contain a pointer to the object you just created.
*
* @returns True is everything is OK, False otherwise
*/
bool FPSound::createSfx(FPSfx **sfxPtr) {
(*sfxPtr) = new FPSfx(_soundSupported);
return (*sfxPtr != NULL);
}
/**
* Set the general volume
*
* @param volume Volume to set (0-63)
*/
void FPSound::setMasterVolume(int volume) {
if (!_soundSupported)
return;
// WORKAROUND: We don't use remapVolume() here, so that the main option screen exposes
// a linear scale to the user. This is an improvement over the original game
// where the user had to deal with a logarithmic volume scale.
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kPlainSoundType, CLIP<int>(volume, 0, 63) * Audio::Mixer::kMaxChannelVolume / 63);
}
/**
* Get the general volume
*
* @param volumePtr Variable that will contain the volume (0-63)
*/
void FPSound::getMasterVolume(int *volumePtr) {
if (!_soundSupported)
return;
*volumePtr = g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kPlainSoundType) * 63 / Audio::Mixer::kMaxChannelVolume;
}
/**
* Default constructor.
*
* @remarks Do *NOT* declare an object directly, but rather
* create it using FPSound::CreateSfx()
*
*/
FPSfx::FPSfx(bool soundOn) {
_soundSupported = soundOn;
_fileLoaded = false;
_lastVolume = 63;
_hEndOfBuffer = CoroScheduler.createEvent(true, false);
_isVoice = false;
_loopStream = 0;
_rewindableStream = 0;
_paused = false;
g_vm->_activeSfx.push_back(this);
}
/**
* Default Destructor.
*
* @remarks It is also stops the sound effect that may be
* currently played, and free the memory it uses.
*
*/
FPSfx::~FPSfx() {
if (!_soundSupported)
return;
g_system->getMixer()->stopHandle(_handle);
g_vm->_activeSfx.remove(this);
if (_loopStream)
delete _loopStream; // _rewindableStream is deleted by deleting _loopStream
else
delete _rewindableStream;
// Free the buffer end event
CoroScheduler.closeEvent(_hEndOfBuffer);
}
/**
* Releases the memory used by the object.
*
* @remarks Must be called when the object is no longer used and
* **ONLY** if the object was created by
* FPSound::CreateStream().
* Object pointers are no longer valid after this call.
*/
void FPSfx::release() {
delete this;
}
bool FPSfx::loadWave(Common::SeekableReadStream *stream) {
if (!stream)
return false;
_rewindableStream = Audio::makeWAVStream(stream, DisposeAfterUse::YES);
if (!_rewindableStream)
return false;
_fileLoaded = true;
setVolume(_lastVolume);
return true;
}
bool FPSfx::loadVoiceFromVDB(Common::File &vdbFP) {
if (!_soundSupported)
return true;
uint32 size = vdbFP.readUint32LE();
uint32 rate = vdbFP.readUint32LE();
_isVoice = true;
_rewindableStream = Audio::makeADPCMStream(vdbFP.readStream(size), DisposeAfterUse::YES, 0, Audio::kADPCMDVI, rate, 1);
_fileLoaded = true;
setVolume(62);
return true;
}
/**
* Opens a file and loads a sound effect.
*
* @param fileName Sfx filename
* @param codec CODEC used to uncompress the samples
*
* @returns True is everything is OK, False otherwise
*/
bool FPSfx::loadFile(const char *fileName, uint32 codec) {
if (!_soundSupported)
return true;
Common::File file;
if (!file.open(fileName)) {
warning("FPSfx::LoadFile(): Cannot open sfx file!");
return false;
}
if (file.readUint32BE() != MKTAG('A', 'D', 'P', 0x10)) {
warning("FPSfx::LoadFile(): Invalid ADP header!");
return false;
}
uint32 rate = file.readUint32LE();
uint32 channels = file.readUint32LE();
Common::SeekableReadStream *buffer = file.readStream(file.size() - file.pos());
if (codec == FPCODEC_ADPCM) {
_rewindableStream = Audio::makeADPCMStream(buffer, DisposeAfterUse::YES, 0, Audio::kADPCMDVI, rate, channels);
} else {
byte flags = Audio::FLAG_16BITS | Audio::FLAG_LITTLE_ENDIAN;
if (channels == 2)
flags |= Audio::FLAG_STEREO;
_rewindableStream = Audio::makeRawStream(buffer, rate, flags, DisposeAfterUse::YES);
}
_fileLoaded = true;
return true;
}
/**
* Play the Sfx in memory.
*
* @returns True is everything is OK, False otherwise
*/
bool FPSfx::play() {
stop(); // sanity check
if (_fileLoaded) {
CoroScheduler.resetEvent(_hEndOfBuffer);
_rewindableStream->rewind();
Audio::AudioStream *stream = _rewindableStream;
if (_loop) {
if (!_loopStream)
_loopStream = Audio::makeLoopingAudioStream(_rewindableStream, 0);
stream = _loopStream;
}
g_system->getMixer()->playStream(Audio::Mixer::kPlainSoundType, &_handle, stream, -1,
Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
setVolume(_lastVolume);
if (_paused)
g_system->getMixer()->pauseHandle(_handle, true);
}
return true;
}
/**
* Stops a Sfx.
*
* @returns True is everything is OK, False otherwise
*/
bool FPSfx::stop() {
if (_fileLoaded) {
g_system->getMixer()->stopHandle(_handle);
_paused = false;
}
return true;
}
/**
* Enables or disables the Sfx loop.
*
* @param loop True to enable the loop, False to disable
*
* @remarks The loop must be activated BEFORE the sfx starts
* playing. Any changes made during the play will have
* no effect until the sfx is stopped then played again.
*/
void FPSfx::setLoop(bool loop) {
_loop = loop;
}
/**
* Pauses a Sfx.
*
*/
void FPSfx::setPause(bool pause) {
if (_fileLoaded) {
if (g_system->getMixer()->isSoundHandleActive(_handle) && (pause ^ _paused))
g_system->getMixer()->pauseHandle(_handle, pause);
_paused = pause;
}
}
/**
* Change the volume of Sfx
*
* @param volume Volume to be set (0-63)
*
*/
void FPSfx::setVolume(int volume) {
if (volume > 63)
volume = 63;
if (volume < 0)
volume = 0;
_lastVolume = volume;
if (_isVoice) {
if (!GLOBALS._bCfgDubbing)
volume = 0;
else {
volume -= (10 - GLOBALS._nCfgDubbingVolume) * 2;
if (volume < 0)
volume = 0;
}
} else {
if (!GLOBALS._bCfgSFX)
volume = 0;
else {
volume -= (10 - GLOBALS._nCfgSFXVolume) * 2;
if (volume < 0)
volume = 0;
}
}
if (g_system->getMixer()->isSoundHandleActive(_handle))
g_system->getMixer()->setChannelVolume(_handle, remapVolume(volume));
}
/**
* Gets the Sfx volume
*
* @param volumePtr Will contain the current Sfx volume
*
*/
void FPSfx::getVolume(int *volumePtr) {
if (g_system->getMixer()->isSoundHandleActive(_handle))
*volumePtr = _lastVolume;
else
*volumePtr = 0;
}
/**
* Returns true if the underlying sound has ended
*/
bool FPSfx::endOfBuffer() const {
return !g_system->getMixer()->isSoundHandleActive(_handle) && (!_rewindableStream || _rewindableStream->endOfData());
}
/**
* Continually checks to see if active sounds have finished playing
* Sets the event signalling the sound has ended
*/
void FPSfx::soundCheckProcess(CORO_PARAM, const void *param) {
CORO_BEGIN_CONTEXT;
Common::List<FPSfx *>::iterator i;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
for (;;) {
// Check each active sound
for (_ctx->i = g_vm->_activeSfx.begin(); _ctx->i != g_vm->_activeSfx.end(); ++_ctx->i) {
FPSfx *sfx = *_ctx->i;
if (sfx->endOfBuffer())
CoroScheduler.setEvent(sfx->_hEndOfBuffer);
}
// Delay until the next check is done
CORO_INVOKE_1(CoroScheduler.sleep, 50);
}
CORO_END_CODE;
}
/**
* Default constructor.
*
* @remarks Do *NOT* declare an object directly, but rather
* create it using FPSound::CreateStream()
*/
FPStream::FPStream(bool soundOn) {
_soundSupported = soundOn;
_fileLoaded = false;
_paused = false;
_loop = false;
_doFadeOut = false;
_syncExit = false;
_bufferSize = _size = 0;
_lastVolume = 0;
_syncToPlay = NULL;
_loopStream = NULL;
_rewindableStream = NULL;
}
/**
* Default destructor.
*
* @remarks It calls CloseFile() if needed.
*/
FPStream::~FPStream() {
if (!_soundSupported)
return;
if (g_system->getMixer()->isSoundHandleActive(_handle))
stop();
if (_fileLoaded)
unloadFile();
_syncToPlay = NULL;
}
/**
* Releases the memory object.
*
* @remarks Must be called when the object is no longer used
* and **ONLY** if the object was created by
* FPSound::CreateStream().
* Object pointers are no longer valid after this call.
*/
void FPStream::release() {
delete this;
}
/**
* Opens a file stream
*
* @param fileName Filename to be opened
* @param codec CODEC to be used to uncompress samples
*
* @returns True is everything is OK, False otherwise
*/
bool FPStream::loadFile(const Common::String &fileName, uint32 codec, int bufSize) {
if (!_soundSupported)
return true;
if (_fileLoaded)
unloadFile();
// Save the codec type
_codec = codec;
// Open the file stream for reading
if (!_file.open(fileName)) {
// Fallback: try with an extra '0' prefix
if (!_file.open("0" + fileName))
return false;
warning("FPStream::loadFile(): Fallback from %s to %s", fileName.c_str(), _file.getName());
}
// Save the size of the stream
_size = _file.size();
switch (_codec) {
case FPCODEC_RAW:
_rewindableStream = Audio::makeRawStream(&_file, 44100, Audio::FLAG_16BITS | Audio::FLAG_LITTLE_ENDIAN | Audio::FLAG_STEREO, DisposeAfterUse::NO);
break;
case FPCODEC_ADPCM:
#ifdef __amigaos4__
// HACK: AmigaOS 4 has weird performance problems with reading in the audio thread,
// so we read the whole stream into memory.
_rewindableStream = Audio::makeADPCMStream(_file.readStream(_size), DisposeAfterUse::YES, 0, Audio::kADPCMDVI, 44100, 2);
#else
_rewindableStream = Audio::makeADPCMStream(&_file, DisposeAfterUse::NO, 0, Audio::kADPCMDVI, 44100, 2);
#endif
break;
default:
_file.close();
return false;
}
// All done
_fileLoaded = true;
_paused = false;
setVolume(63);
return true;
}
/**
* Closes a file stream (opened or not).
*
* @returns For safety, the destructor calls unloadFile() if it has not
* been mentioned explicitly.
*
* @remarks It is necessary to call this function to free the
* memory used by the stream.
*/
bool FPStream::unloadFile() {
if (!_soundSupported || !_fileLoaded)
return true;
assert(!g_system->getMixer()->isSoundHandleActive(_handle));
// Closes the file handle stream
delete _loopStream;
delete _rewindableStream;
_loopStream = NULL;
_rewindableStream = NULL;
_file.close();
// Flag that the file is no longer in memory
_fileLoaded = false;
return true;
}
/**
* Play the stream.
*
* @returns True is everything is OK, False otherwise
*/
bool FPStream::play() {
if (!_soundSupported || !_fileLoaded)
return false;
stop();
_rewindableStream->rewind();
Audio::AudioStream *stream = _rewindableStream;
if (_loop) {
if (!_loopStream)
_loopStream = new Audio::LoopingAudioStream(_rewindableStream, 0, DisposeAfterUse::NO);
stream = _loopStream;
}
// FIXME: Should this be kMusicSoundType or KPlainSoundType?
g_system->getMixer()->playStream(Audio::Mixer::kMusicSoundType, &_handle, stream, -1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
setVolume(_lastVolume);
_paused = false;
return true;
}
/**
* Closes the stream.
*
* @returns True is everything is OK, False otherwise
*
*/
bool FPStream::stop() {
if (!_soundSupported)
return true;
if (!_fileLoaded)
return false;
if (!g_system->getMixer()->isSoundHandleActive(_handle))
return false;
g_system->getMixer()->stopHandle(_handle);
_paused = false;
return true;
}
void FPStream::waitForSync(FPStream *toPlay) {
// FIXME: The idea here is that you wait for this stream to reach
// a buffer which is a multiple of nBufSize/nSync, and then the
// thread stops it and immediately starts the 'toplay' stream.
stop();
toPlay->play();
}
/**
* Unables or disables stream loop.
*
* @param loop True enable loop, False disables it
*
* @remarks The loop must be activated BEFORE the stream starts
* playing. Any changes made during the play will have no
* effect until the stream is stopped then played again.
*/
void FPStream::setLoop(bool loop) {
_loop = loop;
}
/**
* Pause sound effect
*
* @param pause True enables pause, False disables it
*/
void FPStream::setPause(bool pause) {
if (!_fileLoaded)
return;
if (pause == _paused)
return;
if (g_system->getMixer()->isSoundHandleActive(_handle))
g_system->getMixer()->pauseHandle(_handle, pause);
_paused = pause;
// Trick to reset the volume after a possible new sound configuration
setVolume(_lastVolume);
}
/**
* Change the volume of the stream
*
* @param volume Volume to be set (0-63)
*
*/
void FPStream::setVolume(int volume) {
if (volume > 63)
volume = 63;
if (volume < 0)
volume = 0;
_lastVolume = volume;
if (!GLOBALS._bCfgMusic)
volume = 0;
else {
volume -= (10 - GLOBALS._nCfgMusicVolume) * 2;
if (volume < 0)
volume = 0;
}
if (g_system->getMixer()->isSoundHandleActive(_handle))
g_system->getMixer()->setChannelVolume(_handle, remapVolume(volume));
}
/**
* Gets the volume of the stream
*
* @param volumePtr Variable that will contain the current volume
*
*/
void FPStream::getVolume(int *volumePtr) {
if (g_system->getMixer()->isSoundHandleActive(_handle))
*volumePtr = _lastVolume;
else
*volumePtr = 0;
}
} // End of namespace Tony
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