1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
|
/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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.
*
* $Header$
*/
// ---------------------------------------------------------------------------
// BROKEN SWORD 2
//
// SOUND.CPP Contains the sound engine, fx & music functions
// Some very 'sound' code in here ;)
//
// (16Dec96 JEL)
//
// ---------------------------------------------------------------------------
#include "stdafx.h"
#include "sword2/sword2.h"
#include "sword2/console.h"
#include "sword2/defs.h" // for RESULT
#include "sword2/interpreter.h"
#include "sword2/logic.h"
#include "sword2/protocol.h" // for fetchObjectName() for debugging fnPlayFx
#include "sword2/resman.h"
#include "sword2/sound.h"
#include "sword2/sword2.h"
namespace Sword2 {
// initialise the fxq by clearing all the entries
void Sword2Engine::initFxQueue(void) {
for (int i = 0; i < FXQ_LENGTH; i++) {
_fxQueue[i].resource = 0; // 0 resource means 'empty' slot
_fxQueue[i].fetchId = 0; // Not being fetched.
}
}
// process the fx queue once every game cycle
void Sword2Engine::processFxQueue(void) {
for (int i = 0; i < FXQ_LENGTH; i++) {
if (!_fxQueue[i].resource)
continue;
switch (_fxQueue[i].type) {
case FX_RANDOM:
// 1 in 'delay' chance of this fx occurring
if (_rnd.getRandomNumber(_fxQueue[i].delay) == 0)
triggerFx(i);
break;
case FX_SPOT:
if (_fxQueue[i].delay)
_fxQueue[i].delay--;
else {
triggerFx(i);
_fxQueue[i].type = FX_SPOT2;
}
break;
case FX_SPOT2:
// Once the Fx has finished remove it from the queue.
if (g_sound->isFxOpen(i + 1))
_fxQueue[i].resource = 0;
break;
}
}
}
// called from processFxQueue only
void Sword2Engine::triggerFx(uint8 j) {
uint8 *data;
int32 id;
uint32 rv;
id = (uint32) j + 1; // because 0 is not a valid id
if (_fxQueue[j].type == FX_SPOT) {
// load in the sample
data = res_man->openResource(_fxQueue[j].resource);
data += sizeof(_standardHeader);
// wav data gets copied to sound memory
rv = g_sound->playFx(id, data, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT);
// release the sample
res_man->closeResource(_fxQueue[j].resource);
} else {
// random & looped fx are already loaded into sound memory
// by fnPlayFx()
// - to be referenced by 'j', so pass NULL data
if (_fxQueue[j].type == FX_RANDOM) {
// Not looped
rv = g_sound->playFx(id, NULL, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXSPOT);
} else {
// Looped
rv = g_sound->playFx(id, NULL, _fxQueue[j].volume, _fxQueue[j].pan, RDSE_FXLOOP);
}
}
if (rv)
debug(5, "SFX ERROR: playFx() returned %.8x", rv);
}
// Stops all looped & random fx and clears the entire queue
void Sword2Engine::clearFxQueue(void) {
// stop all fx & remove the samples from sound memory
g_sound->clearAllFx();
// clean out the queue
initFxQueue();
}
void Sword2Engine::killMusic(void) {
_loopingMusicId = 0; // clear the 'looping' flag
g_sound->stopMusic();
}
void Sword2Engine::pauseAllSound(void) {
g_sound->pauseMusic();
g_sound->pauseSpeech();
g_sound->pauseFx();
}
void Sword2Engine::unpauseAllSound(void) {
g_sound->unpauseMusic();
g_sound->unpauseSpeech();
g_sound->unpauseFx();
}
// called from script only
int32 Logic::fnPlayFx(int32 *params) {
// params: 0 sample resource id
// 1 type (FX_SPOT, FX_RANDOM, FX_LOOP)
// 2 delay (0..65535)
// 3 volume (0..16)
// 4 pan (-16..16)
// example script:
// fnPlayFx (FXWATER, FX_LOOP, 0, 10, 15);
// // fx_water is just a local script flag
// fx_water = result;
// .
// .
// .
// fnStopFx (fx_water);
uint8 j = 0;
uint8 *data;
uint32 id;
uint32 rv;
#ifdef _SWORD2_DEBUG
_standardHeader *header;
#endif
if (g_sword2->_wantSfxDebug) {
char type[10];
switch (params[1]) { // 'type'
case FX_SPOT:
strcpy(type, "SPOT");
break;
case FX_LOOP:
strcpy(type, "LOOPED");
break;
case FX_RANDOM:
strcpy(type, "RANDOM");
break;
default:
strcpy(type, "INVALID");
}
debug(0, "SFX (sample=\"%s\", vol=%d, pan=%d, delay=%d, type=%s)", g_sword2->fetchObjectName(params[0]), params[3], params[4], params[2], type);
}
while (j < FXQ_LENGTH && g_sword2->_fxQueue[j].resource != 0)
j++;
if (j == FXQ_LENGTH)
return IR_CONT;
g_sword2->_fxQueue[j].resource = params[0]; // wav resource id
g_sword2->_fxQueue[j].type = params[1]; // FX_SPOT, FX_LOOP or FX_RANDOM
if (g_sword2->_fxQueue[j].type == FX_RANDOM) {
// 'delay' param is the intended average no. seconds between
// playing this effect
g_sword2->_fxQueue[j].delay = params[2] * 12;
} else {
// FX_SPOT or FX_LOOP:
// 'delay' is no. frames to wait before playing
g_sword2->_fxQueue[j].delay = params[2];
}
g_sword2->_fxQueue[j].volume = params[3]; // 0..16
g_sword2->_fxQueue[j].pan = params[4]; // -16..16
if (g_sword2->_fxQueue[j].type == FX_SPOT) {
// "pre-load" the sample; this gets it into memory
data = res_man->openResource(g_sword2->_fxQueue[j].resource);
#ifdef _SWORD2_DEBUG
header = (_standardHeader*) data;
if (header->fileType != WAV_FILE)
error("fnPlayFx given invalid resource");
#endif
// but then releases it to "age" out if the space is needed
res_man->closeResource(g_sword2->_fxQueue[j].resource);
} else {
// random & looped fx
id = (uint32) j + 1; // because 0 is not a valid id
// load in the sample
data = res_man->openResource(g_sword2->_fxQueue[j].resource);
#ifdef _SWORD2_DEBUG
header = (_standardHeader*)data;
if (header->fileType != WAV_FILE)
error("fnPlayFx given invalid resource");
#endif
data += sizeof(_standardHeader);
// copy it to sound memory, using position in queue as 'id'
rv = g_sound->openFx(id, data);
if (rv)
debug(5, "SFX ERROR: openFx() returned %.8x", rv);
// release the sample
res_man->closeResource(g_sword2->_fxQueue[j].resource);
}
if (g_sword2->_fxQueue[j].type == FX_LOOP) {
// play now, rather than in Process_fx_queue where it was
// getting played again & again!
g_sword2->triggerFx(j);
}
// in case we want to call fnStopFx() later, to kill this fx
// (mainly for FX_LOOP & FX_RANDOM)
RESULT = j;
return IR_CONT;
}
int32 Logic::fnSoundFetch(int32 *params) {
// params: 0 id of sound to fetch [guess]
return IR_CONT;
}
// to alter the volume and pan of a currently playing fx
int32 Logic::fnSetFxVolAndPan(int32 *params) {
// params: 0 id of fx (ie. the id returned in 'result' from
// fnPlayFx
// 1 new volume (0..16)
// 2 new pan (-16..16)
debug(5, "fnSetFxVolAndPan(%d, %d, %d)", params[0], params[1], params[2]);
// setFxIdVolumePan(int32 id, uint8 vol, uint8 pan);
// driver fx_id is 1 + <pos in queue>
g_sound->setFxIdVolumePan(1 + params[0], params[1], params[2]);
return IR_CONT;
}
// to alter the volume of a currently playing fx
int32 Logic::fnSetFxVol(int32 *params) {
// params: 0 id of fx (ie. the id returned in 'result' from
// fnPlayFx
// 1 new volume (0..16)
// SetFxIdVolume(int32 id, uint8 vol);
g_sound->setFxIdVolume(1 + params[0], params[1]);
return IR_CONT;
}
// called from script only
int32 Logic::fnStopFx(int32 *params) {
// params: 0 position in queue
// This will stop looped & random fx instantly, and remove the fx
// from the queue. So although it doesn't stop spot fx, it will
// remove them from the queue if they haven't yet played
uint8 j = (uint8) params[0];
uint32 id;
uint32 rv;
if (g_sword2->_fxQueue[j].type == FX_RANDOM || g_sword2->_fxQueue[j].type == FX_LOOP) {
id = (uint32) j + 1; // because 0 is not a valid id
// stop fx & remove sample from sound memory
rv = g_sound->closeFx(id);
if (rv)
debug(5, "SFX ERROR: closeFx() returned %.8x", rv);
}
// remove from queue
g_sword2->_fxQueue[j].resource = 0;
return IR_CONT;
}
// called from script only
int32 Logic::fnStopAllFx(int32 *params) {
// Stops all looped & random fx and clears the entire queue
// params: none
g_sword2->clearFxQueue();
return IR_CONT;
}
int32 Logic::fnPrepareMusic(int32 *params) {
// params: 1 id of music to prepare [guess]
return IR_CONT;
}
// Start a tune playing, to play once or to loop until stopped or next one
// played
int32 Logic::fnPlayMusic(int32 *params) {
// params: 0 tune id
// 1 loop flag (0 or 1)
char filename[128];
bool loopFlag;
uint32 rv;
if (params[1] == FX_LOOP) {
loopFlag = true;
// keep a note of the id, for restarting after an
// interruption to gameplay
g_sword2->_loopingMusicId = params[0];
} else {
loopFlag = false;
// don't need to restart this tune after control panel or
// restore
g_sword2->_loopingMusicId = 0;
}
// add the appropriate file extension & play it
if (g_sword2->_features & GF_DEMO) {
// The demo I found didn't come with any music file, but you
// could use the music from the first CD of the complete game,
// I suppose...
strcpy(filename, "music.clu");
} else {
File f;
sprintf(filename, "music%d.clu", res_man->whichCd());
if (f.open(filename))
f.close();
else
strcpy(filename, "music.clu");
}
rv = g_sound->streamCompMusic(filename, params[0], loopFlag);
if (rv)
debug(5, "ERROR: streamCompMusic(%s, %d, %d) returned error 0x%.8x", filename, params[0], loopFlag, rv);
return IR_CONT;
}
// called from script only
int32 Logic::fnStopMusic(int32 *params) {
// params: none
g_sword2->_loopingMusicId = 0; // clear the 'looping' flag
g_sound->stopMusic();
return IR_CONT;
}
int32 Logic::fnCheckMusicPlaying(int32 *params) {
// params: none
// sets result to no. of seconds of current tune remaining
// or 0 if no music playing
// in seconds, rounded up to the nearest second
RESULT = g_sound->musicTimeRemaining();
return IR_CONT;
}
} // End of namespace Sword2
|