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/* ScummVM - Scumm Interpreter
* Copyright (C) 2003 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 "sky/sound.h"
#include "sky/struc.h"
#define SOUND_FILE_BASE 60203
#define SFX_BASE 0xA60
SkySound::SkySound(SoundMixer *mixer, SkyDisk *pDisk) {
_skyDisk = pDisk;
_soundData = NULL;
_mixer = mixer;
_voiceHandle = 0;
_effectHandle = 0;
_bgSoundHandle = 0;
_ingameSound = 0;
}
SkySound::~SkySound(void) {
if (_ingameSound) _mixer->stop(_ingameSound - 1);
if (_soundData) free(_soundData);
}
int SkySound::playVoice(byte *sound, uint32 size) {
return playSound(sound, size, &_voiceHandle);
}
int SkySound::playBgSound(byte *sound, uint32 size) {
size -= 512; //Hack to get rid of the annoying pop at the end of some bg sounds
return playSound(sound, size, &_bgSoundHandle);
}
int SkySound::playSound(byte *sound, uint32 size, PlayingSoundHandle *handle) {
byte flags = 0;
flags |= SoundMixer::FLAG_UNSIGNED|SoundMixer::FLAG_AUTOFREE;
size -= sizeof(struct dataFileHeader);
byte *buffer = (byte *)malloc(size);
memcpy(buffer, sound+sizeof(struct dataFileHeader), size);
return _mixer->playRaw(handle, buffer, size, 11025, flags);
}
void SkySound::loadSection(uint8 pSection) {
if (_ingameSound) _mixer->stop(_ingameSound - 1);
_ingameSound = 0;
if (_soundData) free(_soundData);
_soundData = _skyDisk->loadFile(pSection * 4 + SOUND_FILE_BASE, NULL);
_sampleRates = _soundData + 0xA4E;
_sfxInfo = _soundData + 0xA60;
}
void SkySound::playSound(uint16 sound, uint16 volume) {
if (!_soundData) {
warning("SkySound::playSound(%04X, %04X) called with a section having been loaded.\n", sound, volume);
return;
}
if (sound > 2) {
if (sound & 0x80) warning("SkySound::playSound(%04X, %04X) not implemented.\n", sound, volume);
else warning("SkySound::playSound(%04X, %04X) ignored.\n", sound, volume);
return ;
}
volume = ((volume & 0x7F) + 1) << 1;
sound &= 0xFF;
// note: all those tables are big endian. Don't ask me why. *sigh*
uint16 sampleRate = (_sampleRates[sound << 2] << 8) | _sampleRates[(sound << 2) | 1];
uint16 dataOfs = ((_sfxInfo[sound << 3] << 8) | _sfxInfo[(sound << 3) | 1]) << 4;
dataOfs += SFX_BASE;
uint16 dataSize = (_sfxInfo[(sound << 3) | 2] << 8) | _sfxInfo[(sound << 3) | 3];
uint16 dataLoop = (_sfxInfo[(sound << 3) | 6] << 8) | _sfxInfo[(sound << 3) | 7];
byte flags = SoundMixer::FLAG_UNSIGNED;
if (dataSize == dataLoop)
flags |= SoundMixer::FLAG_LOOP;
if (_ingameSound) _mixer->stop(_ingameSound - 1);
_mixer->setVolume(volume);
_mixer->playRaw(&_ingameSound, _soundData + dataOfs, dataSize, sampleRate, flags);
}
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