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
|
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "audio/mixer.h"
#include "agi/agi.h"
#include "agi/sound_coco3.h"
namespace Agi {
// SoundGenCoCo3 plays Tandy Color Computer sounds.
//
// CoCo3 AGI sounds are a series of monotonic notes. They sound similar to
// PC speaker versions, but they use a different resource format. As with
// the Apple II, sound playback is a blocking operation.
//
// The sound resource is a stream of four-byte notes. The frequency is a table
// index. The volume is a boolean. The duration changed between interpreters;
// originally the units were 1/10 of a second, then 1/60.
//
// Common::PCSpeaker is used for sound generation. It produces significantly
// louder volumes than the other AGI sound generators, so I've lowered the
// mixer volume for consistency.
//
// Thanks to Guillaume Major for documenting the sound format in their
// conversion program, cc3snd.c.
static const uint16 cocoFrequencies[] = {
130, 138, 146, 155, 164, 174, 184, 195, 207, 220, 233, 246,
261, 277, 293, 311, 329, 349, 369, 391, 415, 440, 466, 493,
523, 554, 587, 622, 659, 698, 739, 783, 830, 880, 932, 987,
1046, 1108, 1174, 1244, 1318, 1396, 1479, 1567, 1661, 1760, 1864, 1975,
2093, 2217, 2349, 2489, 2637, 2793, 2959, 3135, 3322, 3520, 3729, 3951
};
#define COCO3_MIXER_VOLUME 20
SoundGenCoCo3::SoundGenCoCo3(AgiBase *vm, Audio::Mixer *pMixer) :
_isPlaying(false),
SoundGen(vm, pMixer) {
_mixer->playStream(Audio::Mixer::kMusicSoundType, _soundHandle, this, -1, COCO3_MIXER_VOLUME, 0, DisposeAfterUse::NO, true);
}
SoundGenCoCo3::~SoundGenCoCo3() {
_mixer->stopHandle(*_soundHandle);
}
void SoundGenCoCo3::play(int resnum) {
Common::StackLock lock(_mutex);
if (_vm->_game.sounds[resnum] == nullptr ||
_vm->_game.sounds[resnum]->type() != AGI_SOUND_COCO3) {
error("CoCo3 sound %d not loaded", resnum);
}
_speaker.stop();
// KQ3 (Int. 2.023) stored the duration in 1/10 of a second.
// LSL1 (Int, 2.072) stored the duration in 1/60 of a second.
// Fan ports have been made using both interpreters, but our
// detection table doesn't capture this. For now, treat KQ3
// as the early interpreter and all others as the later one.
// TODO: create detection heuristic
bool isEarlySound = (_vm->getGameID() == GID_KQ3);
// parse and enqueue all notes
AgiSound *sound = _vm->_game.sounds[resnum];
byte *data = sound->getData();
uint32 dataLength = sound->getLength();
for (uint32 i = 0; i + 4 < dataLength; i += 4) {
// the third byte is apparently unused, and always zero
byte freqIndex = data[i];
byte volume = data[i + 1];
byte duration = data[i + 3];
if (freqIndex == 0xff) {
break;
}
// get duration in ticks (1/60 of a second)
uint32 ticks = duration;
if (isEarlySound) {
ticks *= 6;
}
// convert ticks to microseconds for PCSpeaker
uint32 duration_usec = ticks * (1000000.0f / 60.0f);
// play if volume is non-zero (it's always 0x3f or zero)
if (volume != 0 && freqIndex < ARRAYSIZE(cocoFrequencies)) {
int freq = cocoFrequencies[freqIndex];
_speaker.playQueue(Audio::PCSpeaker::kWaveFormSquare, freq, duration_usec);
} else {
_speaker.playQueue(Audio::PCSpeaker::kWaveFormSilence, 0, duration_usec);
}
}
_isPlaying = true;
}
void SoundGenCoCo3::stop() {
Common::StackLock lock(_mutex);
_speaker.stop();
_isPlaying = false;
}
int SoundGenCoCo3::readBuffer(int16 *buffer, const int numSamples) {
Common::StackLock lock(_mutex);
// if not playing then there are no samples
if (!_isPlaying) {
return 0;
}
// fill the buffer with PCSpeaker samples
int result = _speaker.readBuffer(buffer, numSamples);
// if PCSpeaker is no longer playing then sound is finished
if (!_speaker.isPlaying()) {
_isPlaying = false;
_vm->_sound->soundIsFinished();
}
return result;
}
} // End of namespace Agi
|