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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 "engines/wintermute/dcgf.h"
#include "engines/wintermute/Base/file/BFile.h"
#include "engines/wintermute/Base/BGame.h"
#include "engines/wintermute/Base/BSoundMgr.h"
#include "engines/wintermute/Base/BSoundBuffer.h"
#include "engines/wintermute/Base/BFileManager.h"
#include "engines/wintermute/utils/utils.h"
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "audio/decoders/vorbis.h"
#include "audio/decoders/wave.h"
#include "audio/decoders/raw.h"
#include "common/system.h"
#include "common/substream.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
#define MAX_NONSTREAMED_FILE_SIZE 1024*1024
//////////////////////////////////////////////////////////////////////////
CBSoundBuffer::CBSoundBuffer(CBGame *inGame): CBBase(inGame) {
_stream = NULL;
_handle = NULL;
// _sync = NULL;
_streamed = false;
_filename = NULL;
_file = NULL;
_privateVolume = 255;
_volume = 255;
_looping = false;
_loopStart = 0;
_type = Audio::Mixer::kSFXSoundType;
_freezePaused = false;
}
//////////////////////////////////////////////////////////////////////////
CBSoundBuffer::~CBSoundBuffer() {
stop();
if (_handle) {
g_system->getMixer()->stopHandle(*_handle);
delete _handle;
_handle = NULL;
}
delete _stream;
_stream = NULL;
delete[] _filename;
_filename = NULL;
}
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::setStreaming(bool Streamed, uint32 NumBlocks, uint32 BlockSize) {
_streamed = Streamed;
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::loadFromFile(const char *filename, bool forceReload) {
warning("BSoundBuffer::LoadFromFile(%s,%d)", filename, forceReload);
#if 0
if (_stream) {
BASS_StreamFree(_stream);
_stream = NULL;
}
#endif
// Load a file, but avoid having the File-manager handle the disposal of it.
_file = _gameRef->_fileManager->openFile(filename, true, false);
if (!_file) {
_gameRef->LOG(0, "Error opening sound file '%s'", filename);
return STATUS_FAILED;
}
Common::String strFilename(filename);
if (strFilename.hasSuffix(".ogg")) {
_stream = Audio::makeVorbisStream(_file, DisposeAfterUse::YES);
} else if (strFilename.hasSuffix(".wav")) {
int waveSize, waveRate;
byte waveFlags;
uint16 waveType;
if (Audio::loadWAVFromStream(*_file, waveSize, waveRate, waveFlags, &waveType)) {
if (waveType == 1) {
// We need to wrap the file in a substream to make sure the size is right.
_file = new Common::SeekableSubReadStream(_file, 0, waveSize);
_stream = Audio::makeRawStream(_file, waveRate, waveFlags, DisposeAfterUse::YES);
} else {
warning("BSoundBuffer::LoadFromFile - WAVE not supported yet for %s with type %d", filename, waveType);
}
}
} else {
warning("BSoundBuffer::LoadFromFile - Unknown filetype for %s", filename);
}
if (!_stream) {
return STATUS_FAILED;
}
CBUtils::setString(&_filename, filename);
return STATUS_OK;
#if 0
BASS_FILEPROCS fileProc;
fileProc.close = CBSoundBuffer::FileCloseProc;
fileProc.read = CBSoundBuffer::FileReadProc;
fileProc.seek = CBSoundBuffer::FileSeekProc;
fileProc.length = CBSoundBuffer::FileLenProc;
_stream = BASS_StreamCreateFileUser(STREAMFILE_NOBUFFER, 0, &fileProc, (void *)_file);
if (!_stream) {
_gameRef->LOG(0, "BASS error: %d while loading '%s'", BASS_ErrorGetCode(), filename);
return STATUS_FAILED;
}
CBUtils::setString(&_filename, filename);
/*
bool res;
bool NewlyCreated = false;
if(!_soundBuffer || ForceReload || _streamed){
if(!_file) _file = _gameRef->_fileManager->openFile(filename);
if(!_file){
_gameRef->LOG(0, "Error opening sound file '%s'", filename);
return STATUS_FAILED;
}
// switch to streamed for big files
if(!_streamed && (_file->GetSize() > MAX_NONSTREAMED_FILE_SIZE && !_gameRef->_forceNonStreamedSounds)) SetStreaming(true);
}
// create buffer
if(!_soundBuffer){
NewlyCreated = true;
res = InitializeBuffer(_file);
if(DID_FAIL(res)){
_gameRef->LOG(res, "Error creating sound buffer for file '%s'", filename);
return res;
}
}
// store filename
if(!_filename){
_filename = new char[strlen(filename)+1];
strcpy(_filename, filename);
}
// close file (if not streaming)
if(!_streamed && _file){
_gameRef->_fileManager->closeFile(_file);
_file = NULL;
}
*/
return STATUS_OK;
#endif
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::play(bool looping, uint32 startSample) {
if (startSample != 0) {
warning("BSoundBuffer::Play - Should start playback at %d, but currently we don't", startSample);
}
if (_handle) {
g_system->getMixer()->stopHandle(*_handle);
delete _handle;
_handle = NULL;
}
if (_stream) {
_stream->seek(startSample);
_handle = new Audio::SoundHandle;
if (looping) {
Audio::AudioStream *loopStream = new Audio::LoopingAudioStream(_stream, 0, DisposeAfterUse::NO);
g_system->getMixer()->playStream(_type, _handle, loopStream, -1, _volume, 0, DisposeAfterUse::YES);
} else {
g_system->getMixer()->playStream(_type, _handle, _stream, -1, _volume, 0, DisposeAfterUse::NO);
}
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::setLooping(bool looping) {
warning("BSoundBuffer::SetLooping(%d) - won't change a playing sound", looping);
_looping = looping;
#if 0
if (_stream) {
BASS_ChannelFlags(_stream, looping ? BASS_SAMPLE_LOOP : 0, BASS_SAMPLE_LOOP);
}
#endif
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::resume() {
if (_stream && _handle) {
g_system->getMixer()->pauseHandle(*_handle, false);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::stop() {
if (_stream && _handle) {
g_system->getMixer()->stopHandle(*_handle);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::pause() {
if (_stream && _handle) {
g_system->getMixer()->pauseHandle(*_handle, true);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSoundBuffer::getLength() {
if (_stream) {
uint32 len = _stream->getLength().msecs();
return len * 1000;
}
return 0;
}
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::setType(Audio::Mixer::SoundType type) {
_type = type;
}
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::updateVolume() {
setVolume(_privateVolume);
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::setVolume(int volume) {
_volume = volume * _gameRef->_soundMgr->getMasterVolume() / 255;
if (_stream && _handle) {
byte vol = (byte)(_volume);
g_system->getMixer()->setChannelVolume(*_handle, vol);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::setPrivateVolume(int volume) {
_privateVolume = volume;
return setVolume(_privateVolume);
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::isPlaying() {
if (_stream && _handle) {
return _freezePaused || g_system->getMixer()->isSoundHandleActive(*_handle);
} else {
return false;
}
}
//////////////////////////////////////////////////////////////////////////
uint32 CBSoundBuffer::getPosition() {
if (_stream && _handle) {
uint32 pos = g_system->getMixer()->getSoundElapsedTime(*_handle);
return pos;
}
return 0;
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::setPosition(uint32 pos) {
warning("CBSoundBuffer::SetPosition - not implemented yet");
#if 0
if (_stream) {
QWORD pos = BASS_ChannelSeconds2Bytes(_stream, (float)Pos / 1000.0f);
BASS_ChannelSetPosition(_stream, pos, BASS_POS_BYTE);
}
#endif
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::setLoopStart(uint32 pos) {
_loopStart = pos;
#if 0
if (_stream) {
if (_sync) {
BASS_ChannelRemoveSync(_stream, _sync);
_sync = NULL;
}
if (_loopStart > 0) {
QWORD len = BASS_ChannelGetLength(_stream, BASS_POS_BYTE);
_sync = BASS_ChannelSetSync(_stream, BASS_SYNC_POS | BASS_SYNC_MIXTIME, len, CBSoundBuffer::LoopSyncProc, (void *)this);
}
}
#endif
return STATUS_OK;
}
#if 0
//////////////////////////////////////////////////////////////////////////
void CBSoundBuffer::LoopSyncProc(HSYNC handle, uint32 channel, uint32 data, void *user) {
CBSoundBuffer *soundBuf = static_cast<CBSoundBuffer *>(user);
QWORD pos = BASS_ChannelSeconds2Bytes(channel, (float)soundBuf->GetLoopStart() / 1000.0f);
if (!BASS_ChannelSetPosition(channel, pos, BASS_POS_BYTE))
BASS_ChannelSetPosition(channel, 0, BASS_POS_BYTE);
}
#endif
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::setPan(float pan) {
if (_handle) {
g_system->getMixer()->setChannelBalance(*_handle, (int8)(pan * 127));
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool CBSoundBuffer::applyFX(TSFXType type, float param1, float param2, float param3, float param4) {
warning("CBSoundBuffer::ApplyFX - not implemented yet");
switch (type) {
case SFX_ECHO:
break;
case SFX_REVERB:
break;
default:
break;
}
return STATUS_OK;
}
} // end of namespace WinterMute
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