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|
/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2004 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "stdafx.h"
#include "scumm/actor.h"
#include "scumm/imuse.h"
#include "scumm/imuse_digi/dimuse.h"
#include "scumm/scumm.h"
#include "scumm/sound.h"
#include "common/config-manager.h"
#include "common/timer.h"
#include "common/util.h"
#include "sound/audiocd.h"
#include "sound/mididrv.h"
#include "sound/mixer.h"
#include "sound/mp3.h"
#include "sound/voc.h"
#include "sound/vorbis.h"
#include "sound/flac.h"
namespace Scumm {
struct MP3OffsetTable { /* Compressed Sound (.SO3) */
int org_offset;
int new_offset;
int num_tags;
int compressed_size;
};
Sound::Sound(ScummEngine *parent)
:
_vm(parent),
_soundQuePos(0),
_soundQue2Pos(0),
_sfxFile(0),
_offsetTable(0),
_numSoundEffects(0),
_soundMode(kVOCMode),
_talk_sound_a1(0),
_talk_sound_a2(0),
_talk_sound_b1(0),
_talk_sound_b2(0),
_talk_sound_mode(0),
_talk_sound_frame(0),
_mouthSyncMode(false),
_endOfMouthSync(false),
_curSoundPos(0),
_currentCDSound(0),
_soundsPaused(false),
_sfxMode(0) {
memset(_soundQue, 0, sizeof(_soundQue));
memset(_soundQue2, 0, sizeof(_soundQue2));
memset(_mouthSyncTimes, 0, sizeof(_mouthSyncTimes));
}
Sound::~Sound() {
stopCDTimer();
delete _sfxFile;
}
void Sound::addSoundToQueue(int sound) {
_vm->VAR(_vm->VAR_LAST_SOUND) = sound;
_vm->ensureResourceLoaded(rtSound, sound);
addSoundToQueue2(sound);
}
void Sound::addSoundToQueue2(int sound) {
if ((_vm->_features & GF_HUMONGOUS) && _soundQue2Pos) {
int i = _soundQue2Pos;
while (i--) {
if (_soundQue2[i] == sound)
return;
}
}
assert(_soundQue2Pos < ARRAYSIZE(_soundQue2));
_soundQue2[_soundQue2Pos++] = sound;
}
void Sound::processSoundQues() {
int i = 0, d, num;
int data[16];
processSfxQueues();
if (_vm->_features & GF_DIGI_IMUSE)
return;
while (_soundQue2Pos) {
d = _soundQue2[--_soundQue2Pos];
if (d)
playSound(d);
}
while (i < _soundQuePos) {
num = _soundQue[i++];
if (i + num > _soundQuePos) {
warning("processSoundQues: invalid num value");
break;
}
memset(data, 0, sizeof(data));
if (num > 0) {
for (int j = 0; j < num; j++)
data[j] = _soundQue[i + j];
i += num;
debugC(DEBUG_IMUSE, "processSoundQues(%d,%d,%d,%d,%d,%d,%d,%d,%d)",
data[0] >> 8, data[0] & 0xFF,
data[1], data[2], data[3], data[4], data[5], data[6], data[7]);
if (_vm->_imuse) {
_vm->VAR(_vm->VAR_SOUNDRESULT) = (short)_vm->_imuse->doCommand (num, data);
}
}
}
_soundQuePos = 0;
}
void Sound::playSound(int soundID) {
byte *ptr;
char *sound;
int size;
int rate;
byte flags = SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE;
debugC(DEBUG_SOUND, "playSound #%d (room %d)", soundID,
_vm->getResourceRoomNr(rtSound, soundID));
ptr = _vm->getResourceAddress(rtSound, soundID);
if (!ptr) {
return;
}
// Support for SFX in Monkey Island 1, Mac version
// This is rather hackish right now, but works OK. SFX are not sounding
// 100% correct, though, not sure right now what is causing this.
else if (READ_UINT32(ptr) == MKID('Mac1')) {
// Read info from the header
size = READ_BE_UINT32(ptr+0x60);
rate = READ_BE_UINT16(ptr+0x64);
// Skip over the header (fixed size)
ptr += 0x72;
// Allocate a sound buffer, copy the data into it, and play
sound = (char *)malloc(size);
memcpy(sound, ptr, size);
_vm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID);
}
// Support for Putt-Putt sounds - very hackish, too 8-)
else if (READ_UINT32(ptr) == MKID('DIGI')) {
// TODO - discover what data the first chunk, HSHD, contains
// it might be useful here.
ptr += 8 + READ_BE_UINT32(ptr+12);
if (READ_UINT32(ptr) != MKID('SDAT'))
return; // abort
size = READ_BE_UINT32(ptr+4) - 8;
// FIXME - what value here ?!? 11025 is just a guess based on strings in w32 bin, prev guess 8000
rate = 11025;
// Allocate a sound buffer, copy the data into it, and play
sound = (char *)malloc(size);
memcpy(sound, ptr + 8, size);
_vm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID);
}
else if (READ_UINT32(ptr) == MKID('MRAW')) {
// pcm music in 3DO humongous games
// TODO play via imuse so isSoundRunning can properly report music value?
ptr += 8 + READ_BE_UINT32(ptr+12);
if (READ_UINT32(ptr) != MKID('SDAT'))
return;
size = READ_BE_UINT32(ptr+4) - 8;
rate = 22050;
flags = SoundMixer::FLAG_AUTOFREE;
// Allocate a sound buffer, copy the data into it, and play
sound = (char *)malloc(size);
memcpy(sound, ptr + 8, size);
_vm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID);
}
// Support for sampled sound effects in Monkey Island 1 and 2
else if (READ_UINT32(ptr) == MKID('SBL ')) {
debug(2, "Using SBL sound effect");
// SBL resources essentially contain VOC sound data.
// There are at least two main variants: in one,
// there are two subchunks AUhd and AUdt, in the other
// the chunks are called WVhd and WVdt. Besides that,
// the two variants seem pretty similiar.
// The first subchunk (AUhd resp. WVhd) seems to always
// contain three bytes (00 00 80) of unknown meaning.
// After that, a second subchunk contains VOC data.
// Two real examples:
//
// 53 42 4c 20 00 00 11 ae |SBL ....|
// 41 55 68 64 00 00 00 03 |AUhd....|
// 00 00 80 41 55 64 74 00 |...AUdt.|
// 00 11 9b 01 96 11 00 a6 |........|
// 00 7f 7f 7e 7e 7e 7e 7e |...~~~~~|
// 7e 7f 7f 80 80 7f 7f 7f |~.......|
// 7f 80 80 7f 7e 7d 7d 7e |....~}}~|
// 7e 7e 7e 7e 7e 7e 7e 7f |~~~~~~~.|
//
// And from the non-interactive Sam & Max demo:
//
// 53 42 4c 20 00 01 15 6e |SBL ...n|
// 57 56 68 64 00 00 00 03 |WVhd....|
// 00 00 80 57 56 64 74 00 |...WVdt.|
// 01 15 5b 01 56 15 01 a6 |..[.V...|
// 00 80 80 80 80 80 80 80 |........|
// 80 80 80 80 80 80 80 80 |........|
// 80 80 80 80 80 80 80 80 |........|
// 80 80 80 80 80 80 80 80 |........|
#if 1
// Fingolfin says: after eyeballing a single SEGA
// SBL resource, it would seem as if the content of the
// data subchunk (AUdt) is XORed with 0x16. At least
// then a semi-sane VOC header is revealed, with
// a sampling rate of ~25000 Hz (does that make sense?).
// I'll add some code to test that theory for now.
if (_vm->_gameId == GID_MONKEY_SEGA) {
size = READ_BE_UINT32(ptr + 4) - 27;
for (int i = 0; i < size; i++)
ptr[27 + i] ^= 0x16;
}
VocBlockHeader &voc_block_hdr = *(VocBlockHeader *)(ptr + 27);
assert(voc_block_hdr.blocktype == 1);
size = voc_block_hdr.size[0] + (voc_block_hdr.size[1] << 8) + (voc_block_hdr.size[2] << 16) - 2;
rate = getSampleRateFromVOCRate(voc_block_hdr.sr);
assert(voc_block_hdr.pack == 0);
#else
// FIXME: SBL resources are apparently horribly
// distorted on segacd even though it shares the same
// header etc. So don't try to play them for now.
if (_vm->_gameId == GID_MONKEY_SEGA) {
return;
}
if (READ_UINT32(ptr + 8) == MKID('WVhd'))
rate = 11025;
else
rate = 8000;
size = READ_BE_UINT32(ptr + 4) - 27;
#endif
// Allocate a sound buffer, copy the data into it, and play
sound = (char *)malloc(size);
memcpy(sound, ptr + 33, size);
_vm->_mixer->playRaw(NULL, sound, size, rate, flags, soundID);
}
else if ((_vm->_features & GF_FMTOWNS) || READ_UINT32(ptr) == MKID('SOUN') || READ_UINT32(ptr) == MKID('TOWS')) {
bool tows = READ_UINT32(ptr) == MKID('TOWS');
if (_vm->_features & GF_FMTOWNS) {
size = READ_LE_UINT32(ptr);
} else {
size = READ_BE_UINT32(ptr + 4) - 2;
if (tows)
size += 8;
ptr += 2;
}
rate = 11025;
int type = *(ptr + 0x0D);
int numInstruments;
if (tows)
type = 0;
switch (type) {
case 0: // Sound effect
numInstruments = *(ptr + 0x14);
if (tows)
numInstruments = 1;
ptr += 0x16;
size -= 0x16;
while (numInstruments--) {
int waveSize = READ_LE_UINT32(ptr + 0x0C);
int loopStart = READ_LE_UINT32(ptr + 0x10) * 2;
int loopEnd = READ_LE_UINT32(ptr + 0x14) - 1;
rate = READ_LE_UINT32(ptr + 0x18) * 1000 / 0x62;
ptr += 0x20;
size -= 0x20;
if (size < waveSize) {
warning("Wrong wave size in sound #%i: %i", soundID, waveSize);
waveSize = size;
}
sound = (char *)malloc(waveSize);
for (int x = 0; x < waveSize; x++) {
int b = *ptr++;
if (b < 0x80)
sound[x] = 0x7F - b;
else
sound[x] = b;
}
size -= waveSize;
if (loopEnd > 0)
flags |= SoundMixer::FLAG_LOOP;
_vm->_mixer->playRaw(NULL, sound, waveSize, rate, flags, soundID, 255, 0, loopStart, loopEnd);
}
break;
case 1:
case 255: // 255 is the type used in Indy3 FMTowns
// Music (Euphony format)
if (_vm->_musicEngine)
_vm->_musicEngine->startSound(soundID);
break;
case 2: // CD track resource
ptr += 0x16;
if (soundID == _currentCDSound)
if (pollCD() == 1)
return;
{
int track = ptr[0];
int loops = ptr[1];
int start = (ptr[2] * 60 + ptr[3]) * 75 + ptr[4];
int end = (ptr[5] * 60 + ptr[6]) * 75 + ptr[7];
playCDTrack(track, loops == 0xff ? -1 : loops, start, end <= start ? 0 : end - start);
}
_currentCDSound = soundID;
break;
default: // Unsupported sound type
warning("Unsupported sound sub-type %d", type);
break;
}
}
else if ((_vm->_gameId == GID_LOOM) && (_vm->_features & GF_MACINTOSH)) {
// Mac version of Loom uses yet another sound format
/*
playSound #9 (room 70)
000000: 55 00 00 45 73 6f 00 64 01 00 00 00 00 00 00 00 |U..Eso.d........|
000010: 00 05 00 8e 2a 8f 2d 1c 2a 8f 2a 8f 2d 1c 00 28 |....*.-.*.*.-..(|
000020: 00 31 00 3a 00 43 00 4c 00 01 00 00 00 01 00 64 |.1.:.C.L.......d|
000030: 5a 00 01 00 00 00 01 00 64 00 00 01 00 00 00 01 |Z.......d.......|
000040: 00 64 5a 00 01 00 00 00 01 00 64 5a 00 01 00 00 |.dZ.......dZ....|
000050: 00 01 00 64 00 00 00 00 00 00 00 07 00 00 00 64 |...d...........d|
000060: 64 00 00 4e 73 6f 00 64 01 00 00 00 00 00 00 00 |d..Nso.d........|
000070: 00 05 00 89 3d 57 2d 1c 3d 57 3d 57 2d 1c 00 28 |....=W-.=W=W-..(|
playSound #16 (room 69)
000000: dc 00 00 a5 73 6f 00 64 01 00 00 00 00 00 00 00 |....so.d........|
000010: 00 05 00 00 2a 8f 03 e8 03 e8 03 e8 03 e8 00 28 |....*..........(|
000020: 00 79 00 7f 00 85 00 d6 00 01 00 00 00 19 01 18 |.y..............|
000030: 2f 00 18 00 01 18 32 00 18 00 01 18 36 00 18 00 |/.....2.....6...|
000040: 01 18 3b 00 18 00 01 18 3e 00 18 00 01 18 42 00 |..;.....>.....B.|
000050: 18 00 01 18 47 00 18 00 01 18 4a 00 18 00 01 18 |....G.....J.....|
000060: 4e 00 10 00 01 18 53 00 10 00 01 18 56 00 10 00 |N.....S.....V...|
000070: 01 18 5a 00 10 00 02 28 5f 00 01 00 00 00 00 00 |..Z....(_.......|
*/
}
else if ((_vm->_features & GF_MACINTOSH) && (_vm->_gameId == GID_INDY3) && (ptr[26] == 0)) {
size = READ_BE_UINT16(ptr + 12);
rate = 3579545 / READ_BE_UINT16(ptr + 20);
sound = (char *)malloc(size);
int vol = ptr[24] * 4;
memcpy(sound,ptr + READ_BE_UINT16(ptr + 8), size);
_vm->_mixer->playRaw(NULL, sound, size, rate, SoundMixer::FLAG_AUTOFREE, soundID, vol, 0);
}
else {
if (_vm->_gameId == GID_MONKEY_VGA || _vm->_gameId == GID_MONKEY_EGA) {
// Sound is currently not supported at all in the amiga versions of these games
if (_vm->_features & GF_AMIGA) {
int track = -1;
if (soundID == 50)
track = 17;
else if (soundID == 53)
track = 18;
else if ((soundID >= 100) && (soundID <= 118)) {
char tracks[19] = {7,6,4,12,2,2,2,2,5,10,1,16,8,9,13,11,15,3,14};
track = tracks[soundID - 100];
}
if (track != -1) {
playCDTrack(track,((track < 5) || (track > 16)) ? 1 : -1,0,0);
stopCDTimer();
_currentCDSound = soundID;
}
return;
}
// Works around the fact that in some places in MonkeyEGA/VGA,
// the music is never explicitly stopped.
// Rather it seems that starting a new music is supposed to
// automatically stop the old song.
if (_vm->_imuse) {
if (READ_UINT32(ptr) != MKID('ASFX'))
_vm->_imuse->stopAllSounds();
}
}
if (_vm->_musicEngine) {
_vm->_musicEngine->startSound(soundID);
}
}
}
void Sound::processSfxQueues() {
if (_talk_sound_mode != 0) {
if (_talk_sound_mode & 1)
startTalkSound(_talk_sound_a1, _talk_sound_b1, 1);
if (_talk_sound_mode & 2)
startTalkSound(_talk_sound_a2, _talk_sound_b2, 2, &_talkChannelHandle);
_talk_sound_mode = 0;
}
const int act = _vm->getTalkingActor();
if ((_sfxMode & 2) && act != 0) {
Actor *a;
bool b, finished;
if (_vm->_imuseDigital) {
finished = !isSoundRunning(kTalkSoundID);
} else {
finished = !_talkChannelHandle.isActive();
}
if ((uint) act < 0x80 && !_vm->_string[0].no_talk_anim && (finished || !_endOfMouthSync)) {
a = _vm->derefActor(act, "processSfxQueues");
if (a->isInCurrentRoom()) {
b = finished || isMouthSyncOff(_curSoundPos);
if (_mouthSyncMode != b) {
_mouthSyncMode = b;
if (_talk_sound_frame != -1) {
a->startAnimActor(_talk_sound_frame);
_talk_sound_frame = -1;
} else
a->startAnimActor(b ? a->talkStopFrame : a->talkStartFrame);
}
}
}
if (finished && _vm->_talkDelay == 0) {
_vm->stopTalk();
}
}
if (_sfxMode & 1) {
if (isSfxFinished()) {
_sfxMode &= ~1;
}
}
}
static int compareMP3OffsetTable(const void *a, const void *b) {
return ((const MP3OffsetTable *)a)->org_offset - ((const MP3OffsetTable *)b)->org_offset;
}
void Sound::startTalkSound(uint32 offset, uint32 b, int mode, PlayingSoundHandle *handle) {
int num = 0, i;
int size = 0;
byte *sound;
int id = -1;
if (_vm->_gameId == GID_CMI) {
_sfxMode |= mode;
return;
} else if (_vm->_gameId == GID_DIG) {
_sfxMode |= mode;
if (!(_vm->_features & GF_DEMO))
return;
char filename[30];
char roomname[10];
if (offset == 1)
strcpy(roomname, "logo");
else if (offset == 15)
strcpy(roomname, "canyon");
else if (offset == 17)
strcpy(roomname, "pig");
else if (offset == 18)
strcpy(roomname, "derelict");
else if (offset == 19)
strcpy(roomname, "wreck");
else if (offset == 20)
strcpy(roomname, "grave");
else if (offset == 23)
strcpy(roomname, "nexus");
else if (offset == 79)
strcpy(roomname, "newton");
else {
warning("startTalkSound: dig demo: unknown room number: %d", offset);
return;
}
_sfxFile->close();
sprintf(filename, "audio/%s.%d/%d.voc", roomname, offset, b);
_sfxFile->open(filename);
if (!_sfxFile->isOpen()) {
sprintf(filename, "%d.%d.voc", offset, b);
_sfxFile->open(filename);
}
if (!_sfxFile->isOpen()) {
warning("startTalkSound: dig demo: voc file not found");
return;
}
} else {
if (!_sfxFile->isOpen()) {
warning("startTalkSound: SFX file is not open");
return;
}
// FIXME hack until more is known
// the size of the data after the sample isn't known
// 64 is just a guess
if (_vm->_features & GF_HUMONGOUS) {
// SKIP TLKB (8) TALK (8) HSHD (24) and SDAT (8)
_sfxMode |= mode;
_sfxFile->seek(offset + 48, SEEK_SET);
sound = (byte *)malloc(b - 64);
_sfxFile->read(sound, b - 64);
_vm->_mixer->playRaw(handle, sound, b - 64, 11025, SoundMixer::FLAG_UNSIGNED | SoundMixer::FLAG_AUTOFREE);
return;
}
// Some games frequently assume that starting one sound effect will
// automatically stop any other that may be playing at that time. So
// that is what we do here, but we make an exception for speech.
//
// Do any other games than these need this hack?
//
// HACK: Checking for script 99 in Sam & Max is to keep Conroy's song
// from being interrupted.
if (mode == 1 && (_vm->_gameId == GID_TENTACLE
|| (_vm->_gameId == GID_SAMNMAX && !_vm->isScriptRunning(99)))) {
id = 777777;
_vm->_mixer->stopID(id);
}
if (b > 8) {
num = (b - 8) >> 1;
}
if (_offsetTable != NULL) {
MP3OffsetTable *result = NULL, key;
key.org_offset = offset;
result = (MP3OffsetTable *)bsearch(&key, _offsetTable, _numSoundEffects,
sizeof(MP3OffsetTable), compareMP3OffsetTable);
if (result == NULL) {
warning("startTalkSound: did not find sound at offset %d !", offset);
return;
}
if (2 * num != result->num_tags) {
warning("startTalkSound: number of tags do not match (%d - %d) !", b,
result->num_tags);
num = result->num_tags;
}
offset = result->new_offset;
size = result->compressed_size;
} else {
offset += 8;
size = -1;
}
_sfxFile->seek(offset, SEEK_SET);
assert(num + 1 < (int)ARRAYSIZE(_mouthSyncTimes));
for (i = 0; i < num; i++)
_mouthSyncTimes[i] = _sfxFile->readUint16BE();
_mouthSyncTimes[i] = 0xFFFF;
_sfxMode |= mode;
_curSoundPos = 0;
_mouthSyncMode = true;
}
if (!_soundsPaused && _vm->_mixer->isReady())
startSfxSound(_sfxFile, size, handle, id);
}
void Sound::stopTalkSound() {
if (_sfxMode & 2) {
if (_vm->_imuseDigital) {
_vm->_imuseDigital->stopSound(kTalkSoundID);
} else {
_vm->_mixer->stopHandle(_talkChannelHandle);
}
_sfxMode &= ~2;
}
}
bool Sound::isMouthSyncOff(uint pos) {
uint j;
bool val = true;
uint16 *ms = _mouthSyncTimes;
_endOfMouthSync = false;
do {
val = !val;
j = *ms++;
if (j == 0xFFFF) {
_endOfMouthSync = true;
break;
}
} while (pos > j);
return val;
}
int Sound::isSoundRunning(int sound) const {
if (_vm->_imuseDigital)
return (_vm->_imuseDigital->getSoundStatus(sound) != 0);
if (sound == _currentCDSound)
return pollCD();
if (_vm->_features & GF_HUMONGOUS) {
if (sound == -2) {
return isSfxFinished();
} else if (sound == -1) {
// getSoundStatus(), with a -1, will return the
// ID number of the first active music it finds.
// TODO handle MRAW (pcm music) in humongous games
return _vm->_imuse->getSoundStatus(sound);
}
}
if (isSoundInQueue(sound))
return 1;
if (!_vm->isResourceLoaded(rtSound, sound))
return 0;
if (_vm->_musicEngine)
return _vm->_musicEngine->getSoundStatus(sound);
return 0;
}
/**
* Check whether the sound resource with the specified ID is still
* used. This is invoked by ScummEngine::isResourceInUse, to determine
* which resources can be expired from memory.
* Technically, this works very similar to isSoundRunning, however it
* calls IMuse::get_sound_active() instead of IMuse::getSoundStatus().
* The difference between those two is in how they treat sounds which
* are being faded out: get_sound_active() returns true even when the
* sound is being faded out, while getSoundStatus() returns false in
* that case.
*/
bool Sound::isSoundInUse(int sound) const {
if (_vm->_imuseDigital)
return (_vm->_imuseDigital->getSoundStatus(sound) != 0);
if (sound == _currentCDSound)
return pollCD() != 0;
if (isSoundInQueue(sound))
return true;
if (!_vm->isResourceLoaded(rtSound, sound))
return false;
if (_vm->_imuse)
return _vm->_imuse->get_sound_active(sound);
return false;
}
bool Sound::isSoundInQueue(int sound) const {
int i, num;
i = _soundQue2Pos;
while (i--) {
if (_soundQue2[i] == sound)
return true;
}
i = 0;
while (i < _soundQuePos) {
num = _soundQue[i++];
if (num > 0) {
if (_soundQue[i + 0] == 0x10F && _soundQue[i + 1] == 8 && _soundQue[i + 2] == sound)
return true;
i += num;
}
}
return false;
}
void Sound::stopSound(int a) {
int i;
if (_vm->_features & GF_HUMONGOUS) {
if (a == -2) {
// Stop current sfx
} else if (a == -1) {
// Stop current music
}
}
if (a != 0 && a == _currentCDSound) {
_currentCDSound = 0;
stopCD();
stopCDTimer();
}
if (!(_vm->_features & GF_DIGI_IMUSE))
_vm->_mixer->stopID(a);
if (_vm->_musicEngine)
_vm->_musicEngine->stopSound(a);
for (i = 0; i < ARRAYSIZE(_soundQue2); i++)
if (_soundQue2[i] == a)
_soundQue2[i] = 0;
}
void Sound::stopAllSounds() {
if (_currentCDSound != 0) {
_currentCDSound = 0;
stopCD();
stopCDTimer();
}
// Clear the (secondary) sound queue
_soundQue2Pos = 0;
memset(_soundQue2, 0, sizeof(_soundQue2));
if (_vm->_musicEngine) {
_vm->_musicEngine->stopAllSounds();
}
if (_vm->_imuse) {
// FIXME: Maybe we could merge this call to clear_queue()
// into IMuse::stopAllSounds() ?
_vm->_imuse->clear_queue();
}
// Stop all SFX
if (!_vm->_imuseDigital) {
_vm->_mixer->stopAll();
}
}
void Sound::soundKludge(int *list, int num) {
int i;
if (_vm->_imuseDigital) {
_vm->_imuseDigital->parseScriptCmds(list[0], list[1], list[2], list[3], list[4],
list[5], list[6], list[7]);
return;
}
if (list[0] == -1) {
processSoundQues();
} else {
_soundQue[_soundQuePos++] = num;
for (i = 0; i < num; i++) {
_soundQue[_soundQuePos++] = list[i];
}
}
}
void Sound::talkSound(uint32 a, uint32 b, int mode, int frame) {
if (mode == 1) {
_talk_sound_a1 = a;
_talk_sound_b1 = b;
} else {
_talk_sound_a2 = a;
_talk_sound_b2 = b;
}
_talk_sound_frame = frame;
_talk_sound_mode |= mode;
}
/* The sound code currently only supports General Midi.
* General Midi is used in Day Of The Tentacle.
* Roland music is also playable, but doesn't sound well.
* A mapping between roland instruments and GM instruments
* is needed.
*/
void Sound::setupSound() {
delete _sfxFile;
_sfxFile = openSfxFile();
}
void Sound::pauseSounds(bool pause) {
if (_vm->_imuse)
_vm->_imuse->pause(pause);
// Don't pause sounds if the game isn't active
// FIXME - this is quite a nasty hack, replace with something cleaner, and w/o
// having to access member vars directly!
if (!_vm->_roomResource)
return;
_soundsPaused = pause;
_vm->_mixer->pauseAll(pause);
if (_vm->_imuseDigital) {
_vm->_imuseDigital->pause(pause);
}
if ((_vm->_features & GF_AUDIOTRACKS) && _vm->VAR(_vm->VAR_MUSIC_TIMER) > 0) {
if (pause)
stopCDTimer();
else
startCDTimer();
}
}
void Sound::startSfxSound(File *file, int file_size, PlayingSoundHandle *handle, int id) {
AudioStream *input = NULL;
switch (_soundMode) {
case kMP3Mode:
#ifdef USE_MAD
assert(file_size > 0);
input = makeMP3Stream(file, file_size);
#endif
break;
case kVorbisMode:
#ifdef USE_VORBIS
assert(file_size > 0);
input = makeVorbisStream(file, file_size);
#endif
break;
case kFlacMode:
#ifdef USE_FLAC
assert(file_size > 0);
input = makeFlacStream(file, file_size);
#endif
break;
default:
input = makeVOCStream(_sfxFile);
}
if (!input) {
warning("startSfxSound failed to load sound");
return;
}
if (_vm->_imuseDigital) {
//_vm->_imuseDigital->stopSound(kTalkSoundID);
_vm->_imuseDigital->startVoice(kTalkSoundID, input);
} else {
_vm->_mixer->playInputStream(handle, input, false, 255, 0, id);
}
}
File *Sound::openSfxFile() {
char buf[256];
File *file = new File();
_offsetTable = NULL;
struct SoundFileExtensions {
const char *ext;
SoundMode mode;
};
const SoundFileExtensions extensions[] = {
#ifdef USE_FLAC
{ "sof", kFlacMode },
#endif
#ifdef USE_MAD
{ "so3", kMP3Mode },
#endif
#ifdef USE_VORBIS
{ "sog", kVorbisMode },
#endif
{ "sou", kVOCMode },
{ 0, kVOCMode }
};
/* Try opening the file <_gameName>.sou first, eg tentacle.sou.
* That way, you can keep .sou files for multiple games in the
* same directory */
int i, j;
const char *basename[3] = { 0, 0, 0 };
basename[0] = _vm->getGameName();
basename[1] = "monster";
for (j = 0; basename[j] && !file->isOpen(); ++j) {
for (i = 0; extensions[i].ext; ++i) {
sprintf(buf, "%s.%s", basename[j], extensions[i].ext);
if (file->open(buf)) {
_soundMode = extensions[i].mode;
break;
}
}
}
if (!file->isOpen()) {
sprintf(buf, "%s.tlk", _vm->getGameName());
file->open(buf, _vm->getGameDataPath(), File::kFileReadMode, 0x69);
_soundMode = kVOCMode;
} else if (_soundMode != kVOCMode) {
/* Now load the 'offset' index in memory to be able to find the MP3 data
The format of the .SO3 file is easy :
- number of bytes of the 'index' part
- N times the following fields (4 bytes each) :
+ offset in the original sound file
+ offset of the MP3 data in the .SO3 file WITHOUT taking into account
the index field and the 'size' field
+ the number of 'tags'
+ the size of the MP3 data
- and then N times :
+ the tags
+ the MP3 data
*/
int size, compressed_offset;
MP3OffsetTable *cur;
compressed_offset = file->readUint32BE();
_offsetTable = (MP3OffsetTable *) malloc(compressed_offset);
_numSoundEffects = compressed_offset / 16;
size = compressed_offset;
cur = _offsetTable;
while (size > 0) {
cur->org_offset = file->readUint32BE();
cur->new_offset = file->readUint32BE() + compressed_offset + 4; /* The + 4 is to take into accound the 'size' field */
cur->num_tags = file->readUint32BE();
cur->compressed_size = file->readUint32BE();
size -= 4 * 4;
cur++;
}
}
return file;
}
bool Sound::isSfxFinished() const {
return !_vm->_mixer->hasActiveSFXChannel();
}
// We use a real timer in an attempt to get better sync with CD tracks. This is
// necessary for games like Loom CD.
static void cd_timer_handler(void *refCon) {
ScummEngine *scumm = (ScummEngine *)refCon;
// FIXME: Turn off the timer when it's no longer needed. In theory, it
// should be possible to check with pollCD(), but since CD sound isn't
// properly restarted when reloading a saved game, I don't dare to.
scumm->VAR(scumm->VAR_MUSIC_TIMER) += 6;
}
void Sound::startCDTimer() {
int timer_interval;
// The timer interval has been tuned for Loom CD and the Monkey 1
// intro. I have to use 100 for Loom, or there will be a nasty stutter
// when Chaos first appears, and I have to use 101 for Monkey 1 or the
// intro music will be cut short.
if (_vm->_gameId == GID_LOOM256)
timer_interval = 100;
else
timer_interval = 101;
_vm->_timer->removeTimerProc(&cd_timer_handler);
_vm->_timer->installTimerProc(&cd_timer_handler, 1000 * timer_interval, _vm);
}
void Sound::stopCDTimer() {
_vm->_timer->removeTimerProc(&cd_timer_handler);
}
void Sound::playCDTrack(int track, int numLoops, int startFrame, int duration) {
// Reset the music timer variable at the start of a new track
_vm->VAR(_vm->VAR_MUSIC_TIMER) = 0;
// Play it
if (!_soundsPaused)
AudioCD.play(track, numLoops, startFrame, duration);
// Start the timer after starting the track. Starting an MP3 track is
// almost instantaneous, but a CD player may take some time. Hopefully
// play_cdrom() will block during that delay.
startCDTimer();
}
void Sound::stopCD() {
AudioCD.stop();
}
int Sound::pollCD() const {
return AudioCD.isPlaying();
}
void Sound::updateCD() {
AudioCD.updateCD();
}
} // End of namespace Scumm
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