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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 file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "dcgf.h"
#include "BSoundMgr.h"
#include "BRegistry.h"
#include "PathUtil.h"
#include "StringUtil.h"
#include "BGame.h"
#include "BFileManager.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
//IMPLEMENT_PERSISTENT(CBSoundMgr, true);
//////////////////////////////////////////////////////////////////////////
CBSoundMgr::CBSoundMgr(CBGame *inGame): CBBase(inGame) {
_soundAvailable = false;
_volumeSFX = _volumeSpeech = _volumeMusic = _volumeMaster = 100;
}
//////////////////////////////////////////////////////////////////////////
CBSoundMgr::~CBSoundMgr() {
saveSettings();
cleanup();
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::cleanup() {
for (int i = 0; i < _sounds.GetSize(); i++) delete _sounds[i];
_sounds.RemoveAll();
#if 0
BASS_Free();
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
void CBSoundMgr::saveSettings() {
if (_soundAvailable) {
Game->_registry->WriteInt("Audio", "MasterVolume", _volumeMaster);
Game->_registry->WriteInt("Audio", "SFXVolume", _volumeSFX);
Game->_registry->WriteInt("Audio", "SpeechVolume", _volumeSpeech);
Game->_registry->WriteInt("Audio", "MusicVolume", _volumeMusic);
}
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::initialize() {
_soundAvailable = false;
#if 0
#ifdef __IPHONEOS__
#define BASS_CONFIG_IOS_MIXAUDIO 34
BASS_SetConfig(BASS_CONFIG_IOS_MIXAUDIO, 0);
#endif
if (HIWORD(BASS_GetVersion()) != BASSVERSION) {
Game->LOG(0, "An incorrect version of BASS was loaded");
return E_FAIL;
}
if (!BASS_Init(-1, 44100, 0, 0, NULL)) {
Game->LOG(0, "Can't initialize sound device");
return E_FAIL;
}
#endif
_volumeMaster = Game->_registry->ReadInt("Audio", "MasterVolume", 100);
_volumeSFX = Game->_registry->ReadInt("Audio", "SFXVolume", 100);
_volumeSpeech = Game->_registry->ReadInt("Audio", "SpeechVolume", 100);
_volumeMusic = Game->_registry->ReadInt("Audio", "MusicVolume", 100);
_soundAvailable = true;
setMasterVolumePercent(_volumeMaster);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::initLoop() {
if (!_soundAvailable) return S_OK;
#if 0
BASS_Update(500);
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
CBSoundBuffer *CBSoundMgr::addSound(const char *Filename, TSoundType Type, bool Streamed) {
if (!_soundAvailable) return NULL;
CBSoundBuffer *sound;
// try to switch WAV to OGG file (if available)
AnsiString ext = PathUtil::GetExtension(Filename);
if (StringUtil::CompareNoCase(ext, "wav")) {
AnsiString path = PathUtil::GetDirectoryName(Filename);
AnsiString name = PathUtil::GetFileNameWithoutExtension(Filename);
AnsiString newFile = PathUtil::Combine(path, name + "ogg");
CBFile *file = Game->_fileManager->OpenFile(newFile.c_str());
if (file) {
Filename = newFile.c_str();
Game->_fileManager->CloseFile(file);
}
}
sound = new CBSoundBuffer(Game);
if (!sound) return NULL;
sound->SetStreaming(Streamed);
sound->SetType(Type);
HRESULT res = sound->LoadFromFile(Filename);
if (FAILED(res)) {
Game->LOG(res, "Error loading sound '%s'", Filename);
delete sound;
return NULL;
}
// set volume appropriately
switch (Type) {
case SOUND_SFX:
sound->SetVolume(_volumeSFX);
break;
case SOUND_SPEECH:
sound->SetVolume(_volumeSpeech);
break;
case SOUND_MUSIC:
sound->SetVolume(_volumeMusic);
break;
}
// register sound
_sounds.Add(sound);
return sound;
return NULL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::addSound(CBSoundBuffer *Sound, TSoundType Type) {
if (!Sound) return E_FAIL;
// set volume appropriately
switch (Type) {
case SOUND_SFX:
Sound->SetVolume(_volumeSFX);
break;
case SOUND_SPEECH:
Sound->SetVolume(_volumeSpeech);
break;
case SOUND_MUSIC:
Sound->SetVolume(_volumeMusic);
break;
}
// register sound
_sounds.Add(Sound);
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::removeSound(CBSoundBuffer *Sound) {
for (int i = 0; i < _sounds.GetSize(); i++) {
if (_sounds[i] == Sound) {
delete _sounds[i];
_sounds.RemoveAt(i);
return S_OK;
}
}
return E_FAIL;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::setVolume(TSoundType Type, int Volume) {
if (!_soundAvailable) return S_OK;
switch (Type) {
case SOUND_SFX:
_volumeSFX = Volume;
break;
case SOUND_SPEECH:
_volumeSpeech = Volume;
break;
case SOUND_MUSIC:
_volumeMusic = Volume;
break;
}
for (int i = 0; i < _sounds.GetSize(); i++) {
if (_sounds[i]->_type == Type) _sounds[i]->SetVolume(Volume);
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::setVolumePercent(TSoundType Type, byte Percent) {
return setVolume(Type, Percent);
}
//////////////////////////////////////////////////////////////////////////
byte CBSoundMgr::getVolumePercent(TSoundType Type) {
int Volume;
switch (Type) {
case SOUND_SFX:
Volume = _volumeSFX;
break;
case SOUND_SPEECH:
Volume = _volumeSpeech;
break;
case SOUND_MUSIC:
Volume = _volumeMusic;
break;
}
return (byte)Volume;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::setMasterVolumePercent(byte Percent) {
_volumeMaster = Percent;
#if 0
BASS_SetConfig(BASS_CONFIG_GVOL_STREAM, (uint32)(10000.0f / 100.0f * (float)Percent));
#endif
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
byte CBSoundMgr::getMasterVolumePercent() {
#if 0
uint32 val = BASS_GetConfig(BASS_CONFIG_GVOL_STREAM);
return (float)val / 10000.0f * 100.0f;
#endif
return 0;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::pauseAll(bool IncludingMusic) {
for (int i = 0; i < _sounds.GetSize(); i++) {
if (_sounds[i]->IsPlaying() && (_sounds[i]->_type != SOUND_MUSIC || IncludingMusic)) {
_sounds[i]->Pause();
_sounds[i]->_freezePaused = true;
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
HRESULT CBSoundMgr::resumeAll() {
for (int i = 0; i < _sounds.GetSize(); i++) {
if (_sounds[i]->_freezePaused) {
_sounds[i]->Resume();
_sounds[i]->_freezePaused = false;
}
}
return S_OK;
}
//////////////////////////////////////////////////////////////////////////
float CBSoundMgr::posToPan(int X, int Y) {
float relPos = (float)X / ((float)Game->_renderer->_width);
float minPan = -0.7f;
float maxPan = 0.7f;
return minPan + relPos * (maxPan - minPan);
}
} // end of namespace WinterMute
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