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/*
* Copyright (C) 2000-2001 The Exult Team
*
* 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.
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifndef PENTAGRAM // Exult only at this stage.
#include <SDL_audio.h>
#include <SDL_timer.h>
//#include "SDL_mapping.h"
#include "Audio.h"
#include "Configuration.h"
#include "Flex.h"
#include "conv.h"
#include "exult.h"
#include "fnames.h"
#include "game.h"
#include "utils.h"
#if !defined(ALPHA_LINUX_CXX)
#ifndef UNDER_CE
# include <csignal>
#endif
# include <cstdio>
# include <cstdlib>
# include <cstring>
# include <iostream>
#endif
#ifndef UNDER_CE
#include <fcntl.h>
#include <unistd.h>
#endif
#if defined(MACOS)
# include <stat.h>
#elif !defined(UNDER_CE)
# include <sys/stat.h>
# include <sys/types.h>
#endif
//#include <crtdbg.h>
#ifndef UNDER_CE
using std::cerr;
using std::cout;
using std::endl;
using std::exit;
using std::memcpy;
using std::memset;
using std::string;
using std::strncmp;
using std::vector;
#endif
// These MIGHT be macros!
#ifndef min
using std::min;
#endif
#ifndef max
using std::max;
#endif
#define TRAILING_VOC_SLOP 32
#define LEADING_VOC_SLOP 32
struct Chunk
{
size_t length;
uint8 *data;
Chunk(size_t l, uint8 *d) : length(l),data(d) {}
};
static size_t calc_sample_buffer(uint16 _samplerate);
static uint8 *chunks_to_block(vector<Chunk> &chunks);
static sint16 *resample_new(uint8 *sourcedata,
size_t sourcelen, size_t &destlen,
int current_rate, int wanted_rate);
static sint16 *resample_new_mono(uint8 *sourcedata,
size_t sourcelen, size_t &destlen,
int current_rate, int wanted_rate);
static void resample(uint8 *sourcedata, uint8 **destdata,
size_t sourcelen, size_t *destlen,
int current_rate, int wanted_rate);
static void decode_ADPCM_4(uint8* inBuf,
int bufSize, // Size of inbuf
uint8* outBuf, // Size is 2x bufsize
int& reference, // ADPCM reference value
int& scale);
Audio *Audio::self = 0;
int *Audio::bg2si_sfxs = 0;
//----- Utilities ----------------------------------------------------
/*
* Class that performs cubic interpolation on integer data.
* It is expected that the data is equidistant, i.e. all have the same
* horizontal distance. This is obviously the case for sampled audio.
*/
class CubicInterpolator {
protected:
int x0, x1, x2, x3;
int a, b, c, d;
public:
CubicInterpolator(int a0, int a1, int a2, int a3) : x0(a0), x1(a1), x2(a2), x3(a3)
{
updateCoefficients();
}
CubicInterpolator(int a1, int a2, int a3) : x0(2*a1-a2), x1(a1), x2(a2), x3(a3)
{
// We use a simple linear interpolation for x0
updateCoefficients();
}
inline void feedData()
{
x0 = x1;
x1 = x2;
x2 = x3;
x3 = 2*x2-x1; // Simple linear interpolation
updateCoefficients();
}
inline void feedData(int xNew)
{
x0 = x1;
x1 = x2;
x2 = x3;
x3 = xNew;
updateCoefficients();
}
/* t must be a 16.16 fixed point number between 0 and 1 */
inline int interpolate(uint32 fp_pos)
{
int result = 0;
int t = fp_pos >> 8;
result = (a*t + b) >> 8;
result = (result * t + c) >> 8;
result = (result * t + d) >> 8;
result = (result/3 + 1) >> 1;
return result;
}
protected:
inline void updateCoefficients()
{
a = ((-x0*2)+(x1*5)-(x2*4)+x3);
b = ((x0+x2-(2*x1))*6) << 8;
c = ((-4*x0)+x1+(x2*4)-x3) << 8;
d = (x1*6) << 8;
}
};
//----- SFX ----------------------------------------------------------
/*
* For caching sound effects:
*/
class SFX_cached
{
int num; // Sound-effects #.
uint8 *buf; // The data. It's passed in to us,
// and then we own it.
uint32 len;
SFX_cached *next; // Next in chain.
public:
friend class Audio;
SFX_cached(int sn, uint8 *b, uint32 l, SFX_cached *oldhead)
: num(sn), /*buf(b), */ len(l), next(oldhead)
{
buf = new uint8[l];
memcpy(buf, b, l);
}
~SFX_cached()
{
delete [] buf;
}
};
//---- Audio ---------------------------------------------------------
void Audio::Init(void)
{
// Crate the Audio singleton object
if (!self)
{
self = new Audio();
#ifdef UNDER_CE
self->Init(SAMPLERATE/2,1);
#else
self->Init(SAMPLERATE,2);
#endif
}
}
void Audio::Destroy(void)
{
delete self;
self = 0;
}
Audio *Audio::get_ptr(void)
{
// The following assert here might be too harsh, maybe we should leave
// it to the caller to handle non-inited audio-system?
assert(self != NULL);
return self;
}
Audio::Audio() :
truthful_(false),speech_enabled(true), music_enabled(true),
effects_enabled(true), SDL_open(false),/*mixer(0),*/midi(0), sfxs(0),
sfx_file(0), initialized(false)
{
assert(self == NULL);
string s;
config->value("config/audio/enabled",s,"yes");
audio_enabled = (s!="no");
config->set("config/audio/enabled", audio_enabled?"yes":"no",true);
config->value("config/audio/speech/enabled",s,"yes");
speech_enabled = (s!="no");
config->value("config/audio/midi/enabled",s,"---");
music_enabled = (s!="no");
config->value("config/audio/effects/enabled",s,"---");
effects_enabled = (s!="no");
config->value("config/audio/midi/looping",s,"yes");
allow_music_looping = (s!="no");
midi = 0;
}
void Audio::Init(int _samplerate,int _channels)
{
if (!audio_enabled) return;
// Initialise the speech vectors
uint32 _buffering_unit=calc_sample_buffer(_samplerate);
build_speech_vector();
delete midi;
midi=0;
// Avoid closing SDL audio. This seems to trigger a segfault
if(SDL_open)
SDL_QuitSubSystem(SDL_INIT_AUDIO);
// Init the SDL audio system
SDL_InitSubSystem(SDL_INIT_AUDIO);
/* Open the audio device, forcing the desired format */
if ( Mix_OpenAudio(_samplerate, AUDIO_S16SYS, _channels, _buffering_unit) < 0 )
{
cerr << "Couldn't open audio: " << Mix_GetError() << endl;
audio_enabled = false; // Prevent crashes.
return;
}
int art_freq;
Uint16 art_format;
int art_channels;
Mix_QuerySpec(&art_freq,&art_format,&art_channels);
actual.freq = art_freq;
actual.format = art_format;
actual.channels = art_channels;
#ifdef DEBUG
cout << "Audio requested frequency " << _samplerate << ", channels " << _channels << endl;
cout << "Audio actual frequency " << actual.freq << ", channels " << (int) actual.channels << endl;
#endif
//SDL_mixer will always go here when it has played a sound, we want to free up
//the memory used as we don't re-play the sound.
Mix_ChannelFinished(channel_complete_callback);
// Disable playing initially.
Mix_Pause(-1);
SDL_open=true;
midi=new MyMidiPlayer();
COUT("Audio initialisation OK");
initialized = true;
}
//Free up memory used by the just played WAV. We only ever play a sound
//once and discard it.
void Audio::channel_complete_callback(int chan)
{
Mix_Chunk *done_chunk = Mix_GetChunk(chan);
Uint8 *chunkbuf=NULL;
//We need to free these chunks as they were allocated by us and not SDL_Mixer
//This happens when Mix_QuickLoadRAW is used.
if(done_chunk->allocated == 0)
chunkbuf = done_chunk->abuf;
Mix_FreeChunk(done_chunk);
//Must be freed after the Mix_FreeChunk
if(chunkbuf)
delete[] chunkbuf;
}
bool Audio::can_sfx(const std::string &game) const
{
string s;
string d = "config/disk/game/" + game + "/waves";
config->value(d.c_str(), s, "---");
if (s != "---" && U7exists(s.c_str()))
return true;
// Also just check in the actual data dir
d = "<DATA>/" + s;
if (U7exists(d.c_str()))
return true;
#ifdef ENABLE_MIDISFX
if (U7exists("<DATA>/midisfx.flx"))
return true;
#endif
return false;
}
void Audio::Init_sfx()
{
if (sfx_file)
delete sfx_file;
if (Game::get_game_type() == SERPENT_ISLE)
bg2si_sfxs = bgconv;
else
bg2si_sfxs = 0;
// Collection of .wav's?
string s;
string d = "config/disk/game/" + Game::get_gametitle() + "/waves";
config->value(d.c_str(), s, "---");
if (s != "---")
{
if (!U7exists(s.c_str()))
{
d = "<DATA>/" + s;
if (!U7exists(d.c_str()))
{
cerr << "Digital SFX's file specified: " << s << "... but file not found" << endl;
return;
}
}
else
d = s;
sfx_file = new Flex(d);
}
}
Audio::~Audio()
{
if (!initialized)
{
self = 0;
SDL_open = false;
return;
}
CERR("~Audio: about to stop_music()");
stop_music();
CERR("~Audio: about to quit subsystem");
SDL_QuitSubSystem(SDL_INIT_AUDIO); // SDL 1.1 lets us diddle with
// subsystems
CERR("~Audio: closed audio");
if(midi)
{
delete midi;
midi = 0;
}
while (sfxs) // Cached sound effects.
{
SFX_cached *todel = sfxs;
sfxs = todel->next;
delete todel;
}
delete sfx_file;
CERR("~Audio: deleted midi");
// Avoid closing SDL audio. This seems to trigger a segfault
// SDL::CloseAudio();
SDL_open = false;
self = 0;
}
uint8 *Audio::convert_VOC(uint8 *old_data,uint32 &visible_len)
{
vector<Chunk> chunks;
size_t data_offset=0x1a;
bool last_chunk=false;
uint16 sample_rate;
size_t l = 0;
size_t chunk_length;
int compression = 0;
int adpcm_reference = -1;
int adpcm_scale = 0;
while(!last_chunk)
{
switch(old_data[data_offset]&0xff)
{
case 0:
COUT("Terminator");
last_chunk = true;
continue;
case 1:
COUT("Sound data");
l = (old_data[3+data_offset]&0xff)<<16;
l |= (old_data[2+data_offset]&0xff)<<8;
l |= (old_data[1+data_offset]&0xff);
COUT("Chunk length appears to be " << l);
sample_rate=1000000/(256-(old_data[4+data_offset]&0xff));
#ifdef FUDGE_SAMPLE_RATES
if (sample_rate == 11111) sample_rate = 11025;
else if (sample_rate == 22222) sample_rate = 22050;
#endif
COUT("Original sample_rate is " << sample_rate << ", hw rate is " << actual.freq);
COUT("Sample rate ("<< sample_rate<<") = _real_rate");
compression = old_data[5+data_offset]&0xff;
COUT("compression type " << compression);
if (compression) {
adpcm_reference = -1;
adpcm_scale = 0;
}
COUT("Channels " << (old_data[6+data_offset]&0xff));
chunk_length=l+4;
//workaround here to exit this loop, it fixes start speech which was
//causing this function to go exit too early.
last_chunk=true;
break;
case 2:
COUT("Sound continues");
l=(old_data[3+data_offset]&0xff)<<16;
l|=(old_data[2+data_offset]&0xff)<<8;
l|=(old_data[1+data_offset]&0xff);
COUT("Chunk length appears to be " << l);
chunk_length = l+4;
break;
case 3:
COUT("Silence");
chunk_length=0;
break;
case 5: // A null terminated string
COUT("Text string chunk");
chunk_length=0;
break;
default:
cerr << "Unknown VOC chunk " << (*(old_data+data_offset)&0xff) << endl;
throw exult_exception("Unknown VOC chunk");
}
if(chunk_length==0)
break;
l -= (TRAILING_VOC_SLOP+LEADING_VOC_SLOP);
//
uint8 *dec_data = old_data+LEADING_VOC_SLOP;
size_t dec_len = l;
// Decompress data
if (compression == 1) {
// Allocate temp buffer
if (adpcm_reference == -1) dec_len = (dec_len-1)*2;
else dec_len *= 2;
dec_data = new uint8[dec_len];
decode_ADPCM_4(old_data+LEADING_VOC_SLOP, l, dec_data, adpcm_reference, adpcm_scale);
}
else if (compression != 0) {
CERR("Can't handle VOC compression type");
}
// Our input is 8 bit mono unsigned; but want to output 16 bit stereo signed.
// In addition, the rates don't match, we have to upsample.
#if 1
// New code: Do it all in one step with cubic interpolation
sint16 *stereo_data;
if (is_stereo())
stereo_data = resample_new(dec_data, dec_len, l, sample_rate, actual.freq);
else
stereo_data = resample_new_mono(dec_data, dec_len, l, sample_rate, actual.freq);
#else
// Old code: resample using pseudo-breshenham, then in a second step convert
// to 16 bit stereo.
// Resample to the current rate
uint8 *new_data;
size_t new_len;
resample(dec_data, &new_data, dec_len, &new_len, sample_rate, actual.freq);
l = new_len;
COUT("Have " << l << " bytes of resampled data");
// And convert to 16 bit stereo
sint16 *stereo_data = new sint16[l*2];
for(size_t i = 0, j = 0; i < l; i++)
{
stereo_data[j++] = (new_data[i] - 128)<<8;
stereo_data[j++] = (new_data[i] - 128)<<8;
}
l <<= 2; // because it's 16bit
delete [] new_data;
#endif
// Delete temp buffer
if (compression == 1) {
delete [] dec_data;
}
chunks.push_back(Chunk(l,(uint8 *)stereo_data));
data_offset += chunk_length;
}
COUT("Turn chunks to block");
visible_len = l;
return chunks_to_block(chunks);
}
static sint16 *resample_new(uint8 *src,
size_t sourcelen, size_t &size,
int rate, int wanted_rate)
{
int fp_pos = 0;
int fp_speed = (1 << 16) * rate / wanted_rate;
size = sourcelen;
// adjust the magnitudes of size and rate to prevent division error
while (size & 0xFFFF0000)
size >>= 1, rate = (rate >> 1) + 1;
// Compute the output size (times 4 since it is 16 stereo)
size = (size * wanted_rate / rate) << 2;
sint16 *stereo_data = new sint16 [size];
sint16 *data = stereo_data;
uint8 *src_end = src + sourcelen;
int result;
// Compute the initial data feed for the interpolator. We don't simply
// shift by 8, but rather duplicate the byte, this way we cover the full
// range. Probably doesn't make a big difference, listening wise :-)
int a = *(src+0); a = (a|(a << 8))-32768;
int b = *(src+1); b = (a|(b << 8))-32768;
int c = *(src+2); c = (a|(c << 8))-32768;
// We divide the data by 2, to prevent overshots. Imagine this sample pattern:
// 0, 65535, 65535, 0. Now you want to compute a value between the two 65535.
// Obviously, it will be *bigger* than 65535 (it can get to about 80,000).
// It is possibly to clamp it, but that leads to a distored wave form. Compare
// this to turning up the volume of your stereo to much, it will start to sound
// bad at a certain level (depending on the power of your stereo, your speakers
// etc, this can be quite loud, though ;-). Hence we reduce the original range.
// A factor of roughly 1/1.2 = 0.8333 is sufficient. Since we want to avoid
// floating point, we approximate that by 27/32
#define RANGE_REDUX(x) (((x) * 27) >> 5)
// #define RANGE_REDUX(x) ((x) >> 1)
// #define RANGE_REDUX(x) ((x) / 1.2)
CubicInterpolator interp(RANGE_REDUX(a), RANGE_REDUX(b), RANGE_REDUX(c));
do {
do {
// Convert to signed data
result = interp.interpolate(fp_pos);
// Enforce range in case of an "overshot". Shouldn't happen since we
// scale down already, but safe is safe.
if (result < -32768)
result = -32768;
else if (result > 32767)
result = 32767;
*data++ = result;
*data++ = result;
fp_pos += fp_speed;
} while (!(fp_pos & 0xFFFF0000));
src++;
fp_pos &= 0x0000FFFF;
if (src+2 < src_end) {
c = *(src+2);
c = (c|(c << 8))-32768;
interp.feedData(RANGE_REDUX(c));
} else
interp.feedData();
} while (src < src_end);
return stereo_data;
}
static sint16 *resample_new_mono(uint8 *src,
size_t sourcelen, size_t &size,
int rate, int wanted_rate)
{
int fp_pos = 0;
int fp_speed = (1 << 16) * rate / wanted_rate;
size = sourcelen;
// adjust the magnitudes of size and rate to prevent division error
while (size & 0xFFFF0000)
size >>= 1, rate = (rate >> 1) + 1;
// Compute the output size (times 2 since it is 16 stereo)
size = (size * wanted_rate / rate) << 1;
sint16 *stereo_data = new sint16 [size];
sint16 *data = stereo_data;
uint8 *src_end = src + sourcelen;
int result;
// Compute the initial data feed for the interpolator. We don't simply
// shift by 8, but rather duplicate the byte, this way we cover the full
// range. Probably doesn't make a big difference, listening wise :-)
int a = *(src+0); a = (a|(a << 8))-32768;
int b = *(src+1); b = (a|(b << 8))-32768;
int c = *(src+2); c = (a|(c << 8))-32768;
// We divide the data by 2, to prevent overshots. Imagine this sample pattern:
// 0, 65535, 65535, 0. Now you want to compute a value between the two 65535.
// Obviously, it will be *bigger* than 65535 (it can get to about 80,000).
// It is possibly to clamp it, but that leads to a distored wave form. Compare
// this to turning up the volume of your stereo to much, it will start to sound
// bad at a certain level (depending on the power of your stereo, your speakers
// etc, this can be quite loud, though ;-). Hence we reduce the original range.
// A factor of roughly 1/1.2 = 0.8333 is sufficient. Since we want to avoid
// floating point, we approximate that by 27/32
#define RANGE_REDUX(x) (((x) * 27) >> 5)
// #define RANGE_REDUX(x) ((x) >> 1)
// #define RANGE_REDUX(x) ((x) / 1.2)
CubicInterpolator interp(RANGE_REDUX(a), RANGE_REDUX(b), RANGE_REDUX(c));
do {
do {
// Convert to signed data
result = interp.interpolate(fp_pos);
// Enforce range in case of an "overshot". Shouldn't happen since we
// scale down already, but safe is safe.
if (result < -32768)
result = -32768;
else if (result > 32767)
result = 32767;
*data++ = result;
fp_pos += fp_speed;
} while (!(fp_pos & 0xFFFF0000));
src++;
fp_pos &= 0x0000FFFF;
if (src+2 < src_end) {
c = *(src+2);
c = (c|(c << 8))-32768;
interp.feedData(RANGE_REDUX(c));
} else
interp.feedData();
} while (src < src_end);
return stereo_data;
}
void Audio::play(uint8 *sound_data,uint32 len,bool wait)
{
Mix_Chunk *wavechunk;
if (!audio_enabled || !speech_enabled) return;
bool own_audio_data=false;
if(!strncmp((const char *)sound_data,"Creative Voice File",19))
{
sound_data=convert_VOC(sound_data,len);
own_audio_data=true;
}
//Play voice sample using RAW sample we created above. ConvertVOC() produced a stereo, 22KHz, 16bit
//sample. Currently SDL does not resample very well so we do it in ConvertVOC()
wavechunk = Mix_QuickLoad_RAW(sound_data, len);
int channel;
channel = Mix_PlayChannel(-1, wavechunk, 0);
Mix_SetPosition(channel, 0, 0);
Mix_Volume(channel, MIX_MAX_VOLUME - 40); //Voice is loud compared to other SFX,music
//so adjust to match volumes
}
void Audio::cancel_streams(void)
{
if (!audio_enabled) return;
Mix_HaltChannel(-1);
}
void Audio::pause_audio(void)
{
if (!audio_enabled) return;
Mix_Pause(-1);
Mix_PauseMusic();
}
void Audio::resume_audio(void)
{
if (!audio_enabled) return;
Mix_Resume(-1);
Mix_ResumeMusic();
}
void Audio::playfile(const char *fname,bool wait)
{
if (!audio_enabled)
return;
FILE *fp;
size_t len;
uint8 *buf;
fp = U7open(fname,"r"); // DARKE FIXME
if(!fp)
{
perror(fname);
return;
}
fseek(fp,0L,SEEK_END);
len=ftell(fp);
fseek(fp,0L,SEEK_SET);
if(len<=0)
{
perror("seek");
fclose(fp);
return;
}
buf=new uint8[len];
fread(buf,len,1,fp);
fclose(fp);
play(buf,len,wait);
delete [] buf;
}
bool Audio::playing(void)
{
return false;
}
void Audio::start_music(int num, bool continuous, int bank)
{
if(audio_enabled && music_enabled && midi != 0)
midi->start_music(num,continuous && allow_music_looping,bank);
}
void Audio::start_music(const char *fname, int num, bool continuous)
{
if(audio_enabled && music_enabled && midi != 0)
midi->start_music(fname,num,continuous && allow_music_looping);
}
void Audio::start_music(XMIDIEventList *mid_file,bool continuous)
{
if(audio_enabled && music_enabled && midi != 0)
midi->start_track(mid_file,continuous && allow_music_looping);
}
void Audio::start_music_combat (Combat_song song, bool continuous, int bank)
{
if(!audio_enabled || !music_enabled || midi == 0)
return;
int num = -1;
if (Game::get_game_type()!=SERPENT_ISLE) switch (song)
{
case CSBattle_Over:
num = 9;
break;
case CSAttacked1:
num = 11;
break;
case CSAttacked2:
num = 12;
break;
case CSVictory:
num = 15;
break;
case CSRun_Away:
num = 16;
break;
case CSDanger:
num = 10;
break;
case CSHidden_Danger:
num = 18;
break;
default:
CERR("Error: Unable to Find combat track for song " << song << ".");
break;
}
else switch (song)
{
case CSBattle_Over:
num = 0;
break;
case CSAttacked1:
num = 2;
break;
case CSAttacked2:
num = 3;
break;
case CSVictory:
num = 6;
break;
case CSRun_Away:
num = 7;
break;
case CSDanger:
num = 1;
break;
case CSHidden_Danger:
num = 9;
break;
default:
CERR("Error: Unable to Find combat track for song " << song << ".");
break;
}
midi->start_music(num,continuous && allow_music_looping,bank);
}
void Audio::stop_music()
{
if (!audio_enabled) return;
if(midi)
midi->stop_music();
}
bool Audio::start_speech(int num,bool wait)
{
if (!audio_enabled || !speech_enabled)
return false;
char *buf=0;
size_t len;
const char *filename;
if (Game::get_game_type() == SERPENT_ISLE)
filename = SISPEECH;
else
filename = U7SPEECH;
U7object sample(filename,num);
try
{
buf = sample.retrieve(len);
}
catch( const std::exception & err )
{
return false;
}
play(reinterpret_cast<uint8*>(buf),len,wait);
delete [] buf;
return true;
}
void Audio::build_speech_vector(void)
{
}
/*
* This returns a 'unique' ID, but only for .wav SFX's (for now).
*/
int Audio::play_sound_effect (int num, int volume, int dir, int repeat)
{
if (!audio_enabled || !effects_enabled) return -1;
// Where sort of sfx are we using????
if (sfx_file != 0) // Digital .wav's?
return play_wave_sfx(num, volume, dir, repeat);
#ifdef ENABLE_MIDISFX
else if (midi != 0)
midi->start_sound_effect(num);
#endif
return -1;
}
/*
* Play a .wav format sound effect,
* return the channel number playing on or -1 if not playing, (0 is a valid channel in SDL_Mixer!)
*/
int Audio::play_wave_sfx
(
int num,
int volume, // 0-128.
int dir, // 0-15, from North, clockwise.
int repeat // Keep playing.
)
{
if (!effects_enabled || !sfx_file /*|| !mixer*/)
return -1; // no .wav sfx available
CERR("Playing SFX: " << num);
#if 0
if (Game::get_game_type() == BLACK_GATE)
num = bgconv[num];
CERR("; after bgconv: " << num);
#endif
if (num < 0 || num >= sfx_file->number_of_objects())
{
cerr << "SFX " << num << " is out of range" << endl;
return -1;
}
const int max_cached = 6; // Max. we'll cache.
SFX_cached *each = sfxs, *prev = 0;
int cnt = 0;
size_t wavlen; // Read .wav file.
SDL_RWops *rwsrc;
bool foundcache=false;
unsigned char *wavbuf;
// First see if we have it already in our cache
while (each && each->num != num && each->next)
{
cnt++;
prev = each;
each = each->next;
}
if (each && each->num == num) // Found it?
{
// Move to head of chain.
if (prev)
{
prev->next = each->next;
each->next = sfxs;
sfxs = each;
}
// Return the cached data
foundcache = true;
wavbuf = new uint8[each->len];
memcpy(wavbuf, each->buf, each->len);
wavlen = each->len;
}
if (cnt == max_cached && !foundcache) // Hit our limit? Remove last.
{
prev->next = 0;
delete each;
}
// Retrieve the .wav data from the SFX file
if(!foundcache)
{
wavbuf = (unsigned char *) sfx_file->retrieve(num, wavlen);
rwsrc = SDL_RWFromMem(wavbuf, wavlen);
wave = Mix_LoadWAV_RW(rwsrc, 1);
if (!wave) {
cerr << "SFX " << num << " is an invalid wave. ";
} else {
sfxs = new SFX_cached(num, wave->abuf, wave->alen, sfxs);
}
delete [] wavbuf;
}
else
{
wave = Mix_QuickLoad_RAW(wavbuf, wavlen);
//Wavbuf will be deleted by the channel_complete_callback function
}
if (!wave)
{
cerr << "Couldn't play sfx '" << num << "'" << endl;
return -1;
}
int sfxchannel;
sfxchannel = Mix_PlayChannel(-1, wave, repeat);
Mix_Volume(sfxchannel, volume);
Mix_SetPosition(sfxchannel, (dir * 22), 0);
return sfxchannel;
}
/*
* Halt sound effects.
*/
void Audio::stop_sound_effects()
{
if (sfx_file != 0) // .Wav's?
Mix_HaltChannel(-1);
#ifdef ENABLE_MIDISFX
else if (midi)
midi->stop_sound_effects();
#endif
}
void Audio::set_audio_enabled(bool ena)
{
if (ena && audio_enabled && initialized)
{
}
else if (!ena && audio_enabled && initialized)
{
stop_sound_effects();
stop_music();
audio_enabled = false;
}
else if (ena && !audio_enabled && initialized)
{
audio_enabled = true;
}
else if (!ena && !audio_enabled && initialized)
{
}
else if (ena && !audio_enabled && !initialized)
{
audio_enabled = true;
Init(SAMPLERATE,2);
}
else if (!ena && !audio_enabled && !initialized)
{
}
}
static size_t calc_sample_buffer(uint16 _samplerate)
{
uint32 _buffering_unit=1;
while(_buffering_unit<_samplerate/10U)
_buffering_unit<<=1;
// _buffering_unit=128;
return _buffering_unit;
}
static uint8 *chunks_to_block(vector<Chunk> &chunks)
{
uint8 *unified_block;
size_t aggregate_length=0;
size_t working_offset=0;
for(std::vector<Chunk>::iterator it=chunks.begin();
it!=chunks.end(); ++it)
{
aggregate_length+=it->length;
}
unified_block=new uint8[aggregate_length];
{
for(std::vector<Chunk>::iterator it=chunks.begin();
it!=chunks.end(); ++it)
{
memcpy(unified_block+working_offset,it->data,it->length);
working_offset+=it->length;
delete [] it->data; it->data=0; it->length=0;
}
}
return unified_block;
}
static void resample(uint8 *sourcedata, uint8 **destdata,
size_t sourcelen, size_t *destlen,
int current_rate, int wanted_rate)
{
// I have no idea what I'm doing here - Dancer
// This is really Breshenham's line-drawing algorithm in
// a false nose, and clutching a crude smoothing loop.
float ratio= (static_cast<float>(wanted_rate))/(static_cast<float>(current_rate));
*destlen = static_cast<unsigned int> ((sourcelen*ratio)+1);
if(!*destlen||current_rate==wanted_rate)
{
// Least work
*destlen=sourcelen;
*destdata=new uint8[sourcelen];
memcpy(*destdata,sourcedata,sourcelen);
return;
}
*destdata=new uint8[*destlen];
size_t last=0;
for(size_t i=0;i<sourcelen;i++)
{
size_t pos = (size_t) (i*ratio);
assert(pos<=*destlen);
(*destdata)[pos]=sourcedata[i];
// Interpolate if need be
if(last!=pos&&last!=pos-1)
for(size_t j=last+1;j<=pos-1;j++)
{
unsigned int x=(unsigned char)sourcedata[i];
unsigned int y=(unsigned char)sourcedata[i-1];
x=(x+y)/2;
(*destdata)[j]=(uint8) x;
}
last=pos;
}
CERR("End resampling. Resampled " << sourcelen << " bytes to " << *destlen << " bytes");
}
//
// Decode 4bit ADPCM vocs (thunder in SI intro)
//
// Code grabbed from VDMS
//
inline int decode_ADPCM_4_sample(uint8 sample,
int& reference,
int& scale)
{
static int scaleMap[8] = { -2, -1, 0, 0, 1, 1, 1, 1 };
if (sample & 0x08) {
reference = max(0x00, reference - ((sample & 0x07) << scale));
} else {
reference = min(0xff, reference + ((sample & 0x07) << scale));
}
scale = max(2, min(6, scaleMap[sample & 0x07]));
return reference;
}
//
// Performs 4-bit ADPCM decoding in-place.
//
static void decode_ADPCM_4(uint8* inBuf,
int bufSize, // Size of inbuf
uint8* outBuf, // Size is 2x bufsize
int& reference, // ADPCM reference value
int& scale)
{
int i, skip = 0;
if (reference < 0) {
reference = inBuf[0] & 0xff; // use the first byte in the buffer as the reference byte
bufSize--; // remember to skip the reference byte
}
for (i = 0; i < bufSize; i++) {
outBuf[i * 2 + 0] = decode_ADPCM_4_sample(inBuf[i] >> 4, reference, scale);
outBuf[i * 2 + 1] = decode_ADPCM_4_sample(inBuf[i] >> 0, reference, scale);
}
}
#endif // PENTAGRAM
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