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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.
*
*/
#include "agi/agi.h"
#include "agi/sound_2gs.h"
#include "agi/sound_coco3.h"
#include "agi/sound_midi.h"
#include "agi/sound_sarien.h"
#include "agi/sound_pcjr.h"
#include "common/textconsole.h"
#include "audio/mixer.h"
namespace Agi {
SoundGen::SoundGen(AgiBase *vm, Audio::Mixer *pMixer) : _vm(vm), _mixer(pMixer) {
_sampleRate = pMixer->getOutputRate();
_soundHandle = new Audio::SoundHandle();
}
SoundGen::~SoundGen() {
delete _soundHandle;
}
//
// TODO: add support for variable sampling rate in the output device
//
AgiSound *AgiSound::createFromRawResource(uint8 *data, uint32 len, int resnum, int soundemu) {
if (data == NULL || len < 2) // Check for too small resource or no resource at all
return NULL;
uint16 type = READ_LE_UINT16(data);
// For V1 sound resources
if (type != AGI_SOUND_SAMPLE && (type & 0xFF) == 0x01)
return new PCjrSound(data, len, resnum);
switch (type) { // Create a sound object based on the type
case AGI_SOUND_SAMPLE:
return new IIgsSample(data, len, resnum);
case AGI_SOUND_MIDI:
return new IIgsMidi(data, len, resnum);
case AGI_SOUND_4CHN:
if (soundemu == SOUND_EMU_MIDI) {
return new MIDISound(data, len, resnum);
} else {
return new PCjrSound(data, len, resnum);
}
}
warning("Sound resource (%d) has unknown type (0x%04x). Not using the sound", resnum, type);
return NULL;
}
PCjrSound::PCjrSound(uint8 *data, uint32 len, int resnum) : AgiSound() {
_data = data; // Save the resource pointer
_len = len; // Save the resource's length
_type = READ_LE_UINT16(data); // Read sound resource's type
// Detect V1 sound resources
if ((_type & 0xFF) == 0x01)
_type = AGI_SOUND_4CHN;
_isValid = (_type == AGI_SOUND_4CHN) && (_data != NULL) && (_len >= 2);
if (!_isValid) // Check for errors
warning("Error creating PCjr 4-channel sound from resource %d (Type %d, length %d)", resnum, _type, len);
}
const uint8 *PCjrSound::getVoicePointer(uint voiceNum) {
assert(voiceNum < 4);
uint16 voiceStartOffset = READ_LE_UINT16(_data + voiceNum * 2);
return _data + voiceStartOffset;
}
#if 0
static const uint16 period[] = {
1024, 1085, 1149, 1218, 1290, 1367,
1448, 1534, 1625, 1722, 1825, 1933
};
static int noteToPeriod(int note) {
return 10 * (period[note % 12] >> (note / 12 - 3));
}
#endif
void SoundMgr::unloadSound(int resnum) {
if (_vm->_game.dirSound[resnum].flags & RES_LOADED) {
if (_vm->_game.sounds[resnum]->isPlaying()) {
_vm->_game.sounds[resnum]->stop();
}
// Release the sound resource's data
delete _vm->_game.sounds[resnum];
_vm->_game.sounds[resnum] = NULL;
_vm->_game.dirSound[resnum].flags &= ~RES_LOADED;
}
}
/**
* Start playing a sound resource. The logic here is that when the sound is
* finished we set the given flag to be true. This way the condition can be
* detected by the game. On the other hand, if the game wishes to start
* playing a new sound before the current one is finished, we also let it
* do that.
* @param resnum the sound resource number
* @param flag the flag that is wished to be set true when finished
*/
void SoundMgr::startSound(int resnum, int flag) {
debugC(3, kDebugLevelSound, "startSound(resnum = %d, flag = %d)", resnum, flag);
if (_vm->_game.sounds[resnum] == NULL) // Is this needed at all?
return;
stopSound();
AgiSoundEmuType type = (AgiSoundEmuType)_vm->_game.sounds[resnum]->type();
if (type != AGI_SOUND_SAMPLE && type != AGI_SOUND_MIDI && type != AGI_SOUND_4CHN)
return;
debugC(3, kDebugLevelSound, " type = %d", type);
_vm->_game.sounds[resnum]->play();
_playingSound = resnum;
_soundGen->play(resnum);
// Reset the flag
_endflag = flag;
if (_vm->getVersion() < 0x2000) {
_vm->_game.vars[_endflag] = 0;
} else {
_vm->setFlag(_endflag, false);
}
}
void SoundMgr::stopSound() {
debugC(3, kDebugLevelSound, "stopSound() --> %d", _playingSound);
if (_playingSound != -1) {
if (_vm->_game.sounds[_playingSound]) // sanity checking
_vm->_game.sounds[_playingSound]->stop();
_soundGen->stop();
_playingSound = -1;
}
// This is needed all the time, some games wait until music got played and when a sound/music got stopped early
// it would otherwise block the game (for example Death Angel jingle in back door poker room in Police Quest 1, room 71)
if (_endflag != -1) {
if (_vm->getVersion() < 0x2000) {
_vm->_game.vars[_endflag] = 1;
} else {
_vm->setFlag(_endflag, true);
}
}
_endflag = -1;
}
void SoundMgr::soundIsFinished() {
if (_endflag != -1)
_vm->setFlag(_endflag, true);
if (_playingSound != -1)
_vm->_game.sounds[_playingSound]->stop();
_playingSound = -1;
_endflag = -1;
}
SoundMgr::SoundMgr(AgiBase *agi, Audio::Mixer *pMixer) {
_vm = agi;
_endflag = -1;
_playingSound = -1;
switch (_vm->_soundemu) {
default:
case SOUND_EMU_NONE:
case SOUND_EMU_AMIGA:
case SOUND_EMU_MAC:
case SOUND_EMU_PC:
_soundGen = new SoundGenSarien(_vm, pMixer);
break;
case SOUND_EMU_PCJR:
_soundGen = new SoundGenPCJr(_vm, pMixer);
break;
case SOUND_EMU_APPLE2GS:
_soundGen = new SoundGen2GS(_vm, pMixer);
break;
case SOUND_EMU_COCO3:
_soundGen = new SoundGenCoCo3(_vm, pMixer);
break;
case SOUND_EMU_MIDI:
_soundGen = new SoundGenMIDI(_vm, pMixer);
break;
}
}
void SoundMgr::setVolume(uint8 volume) {
// TODO
}
SoundMgr::~SoundMgr() {
stopSound();
delete _soundGen;
}
} // End of namespace Agi
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