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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 "titanic/sound/sound.h"
#include "titanic/game_manager.h"
#include "titanic/titanic.h"
namespace Titanic {
CSoundItem::~CSoundItem() {
delete _waveFile;
}
/*------------------------------------------------------------------------*/
CSound::CSound(CGameManager *owner, Audio::Mixer *mixer) :
_gameManager(owner), _soundManager(mixer) {
g_vm->_movieManager.setSoundManager(&_soundManager);
}
CSound::~CSound() {
_soundManager.qsWaveMixCloseSession();
_sounds.destroyContents();
}
void CSound::save(SimpleFile *file) const {
_soundManager.save(file);
}
void CSound::load(SimpleFile *file) {
_soundManager.load(file);
}
void CSound::preLoad() {
_soundManager.preLoad();
if (_gameManager)
_gameManager->_musicRoom.destroyMusicHandler();
}
void CSound::preEnterView(CViewItem *newView, bool isNewRoom) {
CNodeItem *node = newView->findNode();
double xp, yp, zp;
node->getPosition(xp, yp, zp);
double cosVal = cos(newView->_angle);
double sinVal = -sin(newView->_angle);
_soundManager.setListenerPosition(xp, yp, zp, cosVal, sinVal, 0, isNewRoom);
}
bool CSound::isActive(int handle) {
if (handle != 0 && handle != -1)
return _soundManager.isActive(handle);
return false;
}
void CSound::setVolume(uint handle, uint volume, uint seconds) {
_soundManager.setVolume(handle, volume, seconds);
}
void CSound::activateSound(CWaveFile *waveFile, DisposeAfterUse::Flag disposeAfterUse) {
for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) {
CSoundItem *sound = *i;
if (sound->_waveFile == waveFile) {
sound->_active = true;
sound->_disposeAfterUse = disposeAfterUse;
// Anything bigger than 50Kb is automatically flagged to be free when finished
if (waveFile->size() > (50 * 1024))
sound->_disposeAfterUse = DisposeAfterUse::YES;
break;
}
}
}
void CSound::stopChannel(int channel) {
_soundManager.stopChannel(channel);
}
void CSound::checkSounds() {
for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ) {
CSoundItem *soundItem = *i;
if (soundItem->_active && soundItem->_disposeAfterUse == DisposeAfterUse::YES) {
if (!_soundManager.isActive(soundItem->_waveFile)) {
i = _sounds.erase(i);
delete soundItem;
continue;
}
}
++i;
}
}
void CSound::removeOldest() {
for (CSoundItemList::iterator i = _sounds.reverse_begin();
i != _sounds.end(); --i) {
CSoundItem *soundItem = *i;
if (soundItem->_active && !_soundManager.isActive(soundItem->_waveFile)) {
_sounds.remove(soundItem);
delete soundItem;
break;
}
}
}
CWaveFile *CSound::getTrueTalkSound(CDialogueFile *dialogueFile, int index) {
return loadSpeech(dialogueFile, index);
}
CWaveFile *CSound::loadSound(const CString &name) {
checkSounds();
// Check whether an entry for the given name is already active
for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) {
CSoundItem *soundItem = *i;
if (soundItem->_name == name) {
// Found it, so move it to the front of the list and return
_sounds.remove(soundItem);
_sounds.push_front(soundItem);
return soundItem->_waveFile;
}
}
// Create new sound item
CSoundItem *soundItem = new CSoundItem(name);
soundItem->_waveFile = _soundManager.loadSound(name);
if (!soundItem->_waveFile) {
// Couldn't load sound, so destroy new item and return
delete soundItem;
return 0;
}
// Add the item to the list of sounds
_sounds.push_front(soundItem);
// If there are more than 10 sounds loaded, remove the last one,
// which is the least recently used of all of them
if (_sounds.size() > 10)
removeOldest();
return soundItem->_waveFile;
}
int CSound::playSound(const CString &name, CProximity &prox) {
CWaveFile *waveFile = loadSound(name);
if (!waveFile)
return -1;
prox._soundDuration = waveFile->getDurationTicks();
if (prox._soundType != Audio::Mixer::kPlainSoundType)
waveFile->_soundType = prox._soundType;
activateSound(waveFile, prox._disposeAfterUse);
return _soundManager.playSound(*waveFile, prox);
}
CWaveFile *CSound::loadSpeech(CDialogueFile *dialogueFile, int speechId) {
checkSounds();
// Check whether an entry for the given name is already active
for (CSoundItemList::iterator i = _sounds.begin(); i != _sounds.end(); ++i) {
CSoundItem *soundItem = *i;
if (soundItem->_dialogueFileHandle == dialogueFile->getFile()
&& soundItem->_speechId == speechId) {
// Found it, so move it to the front of the list and return
_sounds.remove(soundItem);
_sounds.push_front(soundItem);
return soundItem->_waveFile;
}
}
// Create new sound item
CSoundItem *soundItem = new CSoundItem(dialogueFile->getFile(), speechId);
soundItem->_waveFile = _soundManager.loadSpeech(dialogueFile, speechId);
if (!soundItem->_waveFile) {
// Couldn't load speech, so destroy new item and return
delete soundItem;
return 0;
}
// Add the item to the list of sounds
_sounds.push_front(soundItem);
// If there are more than 10 sounds loaded, remove the last one,
// which is the least recently used of all of them
if (_sounds.size() > 10)
removeOldest();
return soundItem->_waveFile;
}
int CSound::playSpeech(CDialogueFile *dialogueFile, int speechId, CProximity &prox) {
CWaveFile *waveFile = loadSpeech(dialogueFile, speechId);
if (!waveFile)
return -1;
prox._soundDuration = waveFile->getDurationTicks();
if (prox._soundType != Audio::Mixer::kPlainSoundType)
waveFile->_soundType = prox._soundType;
activateSound(waveFile, prox._disposeAfterUse);
return _soundManager.playSound(*waveFile, prox);
}
void CSound::stopSound(uint handle) {
_soundManager.stopSound(handle);
}
void CSound::setCanFree(int handle) {
if (handle != 0 && handle != -1)
_soundManager.setCanFree(handle);
}
void CSound::updateMixer() {
_soundManager.waveMixPump();
}
} // End of namespace Titanic
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