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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/base/sound/base_sound_manager.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/utils/path_util.h"
#include "engines/wintermute/utils/string_util.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/base/sound/base_sound_buffer.h"
#include "engines/wintermute/wintermute.h"
#include "common/config-manager.h"
#include "audio/mixer.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
//IMPLEMENT_PERSISTENT(BaseSoundMgr, true);
//////////////////////////////////////////////////////////////////////////
BaseSoundMgr::BaseSoundMgr(BaseGame *inGame) : BaseClass(inGame) {
_soundAvailable = false;
_volumeMaster = 255;
_volumeMasterPercent = 100;
}
//////////////////////////////////////////////////////////////////////////
BaseSoundMgr::~BaseSoundMgr() {
saveSettings();
cleanup();
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::cleanup() {
for (uint32 i = 0; i < _sounds.size(); i++) {
delete _sounds[i];
}
_sounds.clear();
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
void BaseSoundMgr::saveSettings() {
if (_soundAvailable) {
ConfMan.setInt("master_volume_percent", _volumeMasterPercent);
}
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::initialize() {
_soundAvailable = false;
if (!g_system->getMixer()->isReady()) {
return STATUS_FAILED;
}
byte volumeMasterPercent = (ConfMan.hasKey("master_volume_percent") ? ConfMan.getInt("master_volume_percent") : 100);
setMasterVolumePercent(volumeMasterPercent);
_soundAvailable = true;
g_engine->syncSoundSettings();
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
BaseSoundBuffer *BaseSoundMgr::addSound(const Common::String &filename, Audio::Mixer::SoundType type, bool streamed) {
if (!_soundAvailable) {
return nullptr;
}
if (filename.empty()) {
// At least one game, Bickadoodle, calls playSound with an empty filename, see #6594
BaseEngine::LOG(0, "addSound called with empty filename");
}
BaseSoundBuffer *sound;
Common::String useFilename = filename;
useFilename.toLowercase();
// try to switch WAV to OGG file (if available)
if (useFilename.hasSuffix(".wav")) {
Common::String oggFilename = useFilename;
oggFilename.erase(oggFilename.size() - 4);
oggFilename = oggFilename + ".ogg";
if (BaseFileManager::getEngineInstance()->hasFile(oggFilename)) {
useFilename = oggFilename;
}
}
sound = new BaseSoundBuffer(_gameRef);
if (!sound) {
return nullptr;
}
sound->setStreaming(streamed);
sound->setType(type);
bool res = sound->loadFromFile(useFilename);
if (DID_FAIL(res)) {
BaseEngine::LOG(res, "Error loading sound '%s'", useFilename.c_str());
delete sound;
return nullptr;
}
// Make sure the master-volume is applied to the sound.
sound->updateVolume();
// register sound
_sounds.push_back(sound);
return sound;
return nullptr;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::addSound(BaseSoundBuffer *sound, Audio::Mixer::SoundType type) {
if (!sound) {
return STATUS_FAILED;
}
// Make sure the master-volume is applied to the sound.
sound->updateVolume();
// register sound
_sounds.push_back(sound);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::removeSound(BaseSoundBuffer *sound) {
for (uint32 i = 0; i < _sounds.size(); i++) {
if (_sounds[i] == sound) {
delete _sounds[i];
_sounds.remove_at(i);
return STATUS_OK;
}
}
return STATUS_FAILED;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::setVolume(Audio::Mixer::SoundType type, int volume) {
if (!_soundAvailable) {
return STATUS_OK;
}
switch (type) {
case Audio::Mixer::kSFXSoundType:
ConfMan.setInt("sfx_volume", volume);
break;
case Audio::Mixer::kSpeechSoundType:
ConfMan.setInt("speech_volume", volume);
break;
case Audio::Mixer::kMusicSoundType:
ConfMan.setInt("music_volume", volume);
break;
case Audio::Mixer::kPlainSoundType:
error("Plain sound type shouldn't be used in WME");
}
g_engine->syncSoundSettings();
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::setVolumePercent(Audio::Mixer::SoundType type, byte percent) {
return setVolume(type, percent * 255 / 100);
}
//////////////////////////////////////////////////////////////////////////
byte BaseSoundMgr::getVolumePercent(Audio::Mixer::SoundType type) {
int volume = 0;
switch (type) {
case Audio::Mixer::kSFXSoundType:
case Audio::Mixer::kSpeechSoundType:
case Audio::Mixer::kMusicSoundType:
volume = g_system->getMixer()->getVolumeForSoundType(type);
break;
default:
error("Sound-type not set");
break;
}
return (byte)(volume * 100 / 255);
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::setMasterVolume(byte value) {
// This function intentionally doesn't touch _volumeMasterPercent,
// as that variable keeps track of what the game actually wanted,
// and this gives a close approximation, while letting the game
// be none the wiser about round-off-errors. This function should thus
// ONLY be called by setMasterVolumePercent.
_volumeMaster = value;
for (uint32 i = 0; i < _sounds.size(); i++) {
_sounds[i]->updateVolume();
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::setMasterVolumePercent(byte percent) {
_volumeMasterPercent = percent;
setMasterVolume((int)ceil(percent * 255.0 / 100.0));
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
byte BaseSoundMgr::getMasterVolumePercent() {
return _volumeMasterPercent;
}
//////////////////////////////////////////////////////////////////////////
byte BaseSoundMgr::getMasterVolume() {
return (byte)_volumeMaster;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::pauseAll(bool includingMusic) {
for (uint32 i = 0; i < _sounds.size(); i++) {
if (_sounds[i]->isPlaying() && (_sounds[i]->getType() != Audio::Mixer::kMusicSoundType || includingMusic)) {
_sounds[i]->pause();
_sounds[i]->setFreezePaused(true);
}
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::resumeAll() {
for (uint32 i = 0; i < _sounds.size(); i++) {
if (_sounds[i]->isFreezePaused()) {
_sounds[i]->resume();
_sounds[i]->setFreezePaused(false);
}
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
float BaseSoundMgr::posToPan(int x, int y) {
float relPos = (float)x / ((float)BaseEngine::getRenderer()->getWidth());
float minPan = -0.7f;
float maxPan = 0.7f;
return minPan + relPos * (maxPan - minPan);
}
} // End of namespace Wintermute
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