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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 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 "ags/shared/core/platform.h"
#include "ags/engine/media/audio/audio.h"
#include "ags/shared/ac/audio_clip_type.h"
#include "ags/shared/ac/game_setup_struct.h"
#include "ags/engine/ac/dynobj/cc_audio_clip.h"
#include "ags/engine/ac/dynobj/cc_audio_channel.h"
#include "ags/engine/ac/dynobj/dynobj_manager.h"
#include "ags/engine/ac/game_state.h"
#include "ags/engine/script/script_runtime.h"
#include "ags/engine/ac/audio_channel.h"
#include "ags/engine/ac/audio_clip.h"
#include "ags/engine/ac/game_setup.h"
#include "ags/engine/ac/path_helper.h"
#include "ags/engine/media/audio/sound.h"
#include "ags/engine/debugging/debug_log.h"
#include "ags/engine/debugging/debugger.h"
#include "ags/engine/platform/base/sys_main.h"
#include "ags/shared/ac/common.h"
#include "ags/engine/ac/file.h"
#include "ags/engine/ac/global_audio.h"
#include "ags/shared/util/stream.h"
#include "ags/shared/core/asset_manager.h"
#include "ags/engine/ac/timer.h"
#include "ags/engine/main/game_run.h"
#include "ags/globals.h"
#include "ags/ags.h"
namespace AGS3 {
using namespace AGS::Shared;
using namespace AGS::Engine;
//-----------------------
//sound channel management; all access goes through here, which can't be done without a lock
SOUNDCLIP *AudioChans::GetChannel(int index) {
return _GP(audioChannels)[index];
}
SOUNDCLIP *AudioChans::GetChannelIfPlaying(int index) {
auto *ch = _GP(audioChannels)[index];
return (ch != nullptr && ch->is_playing()) ? ch : nullptr;
}
SOUNDCLIP *AudioChans::SetChannel(int index, SOUNDCLIP *ch) {
SoundClipWaveBase *wavClip = dynamic_cast<SoundClipWaveBase *>(ch);
if (wavClip) {
switch (index) {
case SCHAN_SPEECH:
wavClip->setType(Audio::Mixer::kSpeechSoundType);
break;
case SCHAN_MUSIC:
wavClip->setType(Audio::Mixer::kMusicSoundType);
break;
default:
wavClip->setType(Audio::Mixer::kSFXSoundType);
break;
}
}
// TODO: store clips in smart pointers
if (_GP(audioChannels)[index] != nullptr && _GP(audioChannels)[index] == ch)
Debug::Printf(kDbgMsg_Warn, "WARNING: channel %d - same clip assigned", index);
else if (_GP(audioChannels)[index] != nullptr && ch != nullptr)
Debug::Printf(kDbgMsg_Warn, "WARNING: channel %d - clip overwritten", index);
_GP(audioChannels)[index] = ch;
return ch;
}
SOUNDCLIP *AudioChans::MoveChannel(int to, int from) {
auto from_ch = _GP(audioChannels)[from];
_GP(audioChannels)[from] = nullptr;
return SetChannel(to, from_ch);
}
void calculate_reserved_channel_count() {
int reservedChannels = 0;
for (size_t i = 0; i < _GP(game).audioClipTypes.size(); i++) {
reservedChannels += _GP(game).audioClipTypes[i].reservedChannels;
}
_G(reserved_channel_count) = reservedChannels;
}
void update_clip_default_volume(ScriptAudioClip *audioClip) {
if (_GP(play).default_audio_type_volumes[audioClip->type] >= 0) {
audioClip->defaultVolume = _GP(play).default_audio_type_volumes[audioClip->type];
}
}
void start_fading_in_new_track_if_applicable(int fadeInChannel, ScriptAudioClip *newSound) {
int crossfadeSpeed = _GP(game).audioClipTypes[newSound->type].crossfadeSpeed;
if (crossfadeSpeed > 0) {
update_clip_default_volume(newSound);
_GP(play).crossfade_in_volume_per_step = crossfadeSpeed;
_GP(play).crossfade_final_volume_in = newSound->defaultVolume;
_GP(play).crossfading_in_channel = fadeInChannel;
}
}
static void move_track_to_crossfade_channel(int currentChannel, int crossfadeSpeed, int fadeInChannel, ScriptAudioClip *newSound) {
stop_and_destroy_channel(SPECIAL_CROSSFADE_CHANNEL);
auto *cfade_clip = AudioChans::MoveChannel(SPECIAL_CROSSFADE_CHANNEL, currentChannel);
if (!cfade_clip)
return;
_GP(play).crossfading_out_channel = SPECIAL_CROSSFADE_CHANNEL;
_GP(play).crossfade_step = 0;
_GP(play).crossfade_initial_volume_out = cfade_clip->get_volume100();
_GP(play).crossfade_out_volume_per_step = crossfadeSpeed;
_GP(play).crossfading_in_channel = fadeInChannel;
if (newSound != nullptr) {
start_fading_in_new_track_if_applicable(fadeInChannel, newSound);
}
}
// NOTE: this function assumes one of the user channels
void stop_or_fade_out_channel(int fadeOutChannel, int fadeInChannel, ScriptAudioClip *newSound) {
ScriptAudioClip *sourceClip = AudioChannel_GetPlayingClip(&_G(scrAudioChannel)[fadeOutChannel]);
if ((_GP(play).fast_forward == 0) && // don't crossfade if skipping a cutscene
(sourceClip != nullptr) && (_GP(game).audioClipTypes[sourceClip->type].crossfadeSpeed > 0)) {
move_track_to_crossfade_channel(fadeOutChannel, _GP(game).audioClipTypes[sourceClip->type].crossfadeSpeed, fadeInChannel, newSound);
} else {
stop_and_destroy_channel(fadeOutChannel);
}
}
static int find_free_audio_channel(ScriptAudioClip *clip, int priority, bool interruptEqualPriority, bool for_queue = true) {
int lowestPrioritySoFar = 9999999;
int lowestPriorityID = -1;
int channelToUse = -1;
if (!interruptEqualPriority)
priority--;
int startAtChannel = _G(reserved_channel_count);
int endBeforeChannel = _GP(game).numGameChannels;
if (_GP(game).audioClipTypes[clip->type].reservedChannels > 0) {
startAtChannel = 0;
for (int i = 0; i < clip->type; i++) {
startAtChannel += MIN(MAX_SOUND_CHANNELS,
_GP(game).audioClipTypes[i].reservedChannels);
}
// NOTE: we allow to place sound on a crossfade channel for backward compatibility,
// but ONLY for the case of audio type with reserved channels (weird quirk).
endBeforeChannel = MIN(_GP(game).numCompatGameChannels,
startAtChannel + _GP(game).audioClipTypes[clip->type].reservedChannels);
}
for (int i = startAtChannel; i < endBeforeChannel; i++) {
auto *ch = AudioChans::GetChannelIfPlaying(i);
if (ch == nullptr) {
channelToUse = i;
stop_and_destroy_channel(i);
break;
}
if ((ch->_priority < lowestPrioritySoFar) &&
(ch->_sourceClipType == clip->type)) {
lowestPrioritySoFar = ch->_priority;
lowestPriorityID = i;
}
// NOTE: This is a "hack" for starting queued clips;
// since having a new audio system (3.6.0 onwards), the audio timing
// changed a little, and queued sounds have to start bit earlier
// if we want them to sound seamless with the previous clips.
// TODO: investigate better solutions? may require reimplementation of the sound queue.
if (for_queue && (ch->_sourceClipType == clip->type)) {
// try to start queued sounds 1 frame earlier
const float trigger_pos = (1000.f / _G(frames_per_second)) * 1.f;
if (ch->get_pos_ms() >= (ch->get_length_ms() - trigger_pos)) {
lowestPrioritySoFar = priority;
lowestPriorityID = i;
}
}
}
if ((channelToUse < 0) && (lowestPriorityID >= 0) &&
(lowestPrioritySoFar <= priority)) {
stop_or_fade_out_channel(lowestPriorityID, lowestPriorityID, clip);
channelToUse = lowestPriorityID;
} else if ((channelToUse >= 0) && (_GP(play).crossfading_in_channel < 1)) {
start_fading_in_new_track_if_applicable(channelToUse, clip);
}
return channelToUse;
}
bool is_audiotype_allowed_to_play(AudioFileType /*type*/) {
// TODO: this is a remnant of an old audio logic, think this function over
return _GP(usetup).audio_enabled;
}
SOUNDCLIP *load_sound_clip(ScriptAudioClip *audioClip, bool repeat) {
if (!is_audiotype_allowed_to_play((AudioFileType)audioClip->fileType)) {
return nullptr;
}
update_clip_default_volume(audioClip);
SOUNDCLIP *soundClip = nullptr;
AssetPath asset_name = get_audio_clip_assetpath(audioClip->bundlingType, audioClip->fileName);
switch (audioClip->fileType) {
case eAudioFileOGG:
soundClip = my_load_static_ogg(asset_name, repeat);
break;
case eAudioFileMP3:
soundClip = my_load_static_mp3(asset_name, repeat);
break;
case eAudioFileWAV:
case eAudioFileVOC:
soundClip = my_load_wave(asset_name, repeat);
break;
case eAudioFileMIDI:
soundClip = my_load_midi(asset_name, repeat);
break;
case eAudioFileMOD:
soundClip = my_load_mod(asset_name, repeat);
break;
default:
quitprintf("AudioClip.Play: invalid audio file type encountered: %d", audioClip->fileType);
}
if (soundClip != nullptr) {
soundClip->set_volume100(audioClip->defaultVolume);
soundClip->_sourceClipID = audioClip->id;
soundClip->_sourceClipType = audioClip->type;
}
return soundClip;
}
static void audio_update_polled_stuff() {
///////////////////////////////////////////////////////////////////////////
// Do crossfade
_GP(play).crossfade_step++;
if (_GP(play).crossfading_out_channel > 0 && !AudioChans::GetChannelIfPlaying(_GP(play).crossfading_out_channel))
_GP(play).crossfading_out_channel = 0;
if (_GP(play).crossfading_out_channel > 0) {
SOUNDCLIP *ch = AudioChans::GetChannel(_GP(play).crossfading_out_channel);
int newVolume = ch ? ch->get_volume100() - _GP(play).crossfade_out_volume_per_step : 0;
if (newVolume > 0) {
ch->set_volume100(newVolume);
} else {
stop_and_destroy_channel(_GP(play).crossfading_out_channel);
_GP(play).crossfading_out_channel = 0;
}
}
if (_GP(play).crossfading_in_channel > 0 && !AudioChans::GetChannelIfPlaying(_GP(play).crossfading_in_channel))
_GP(play).crossfading_in_channel = 0;
if (_GP(play).crossfading_in_channel > 0) {
SOUNDCLIP *ch = AudioChans::GetChannel(_GP(play).crossfading_in_channel);
int newVolume = ch ? ch->get_volume100() + _GP(play).crossfade_in_volume_per_step : 0;
if (newVolume > _GP(play).crossfade_final_volume_in) {
newVolume = _GP(play).crossfade_final_volume_in;
}
ch->set_volume100(newVolume);
if (newVolume >= _GP(play).crossfade_final_volume_in) {
_GP(play).crossfading_in_channel = 0;
}
}
///////////////////////////////////////////////////////////////////////////
// Do audio queue
if (_GP(play).new_music_queue_size > 0) {
for (int i = 0; i < _GP(play).new_music_queue_size; i++) {
ScriptAudioClip *clip = &_GP(game).audioClips[_GP(play).new_music_queue[i].audioClipIndex];
int channel = find_free_audio_channel(clip, clip->defaultPriority, false, true);
if (channel >= 0) {
QueuedAudioItem itemToPlay = _GP(play).new_music_queue[i];
_GP(play).new_music_queue_size--;
for (int j = i; j < _GP(play).new_music_queue_size; j++) {
_GP(play).new_music_queue[j] = _GP(play).new_music_queue[j + 1];
}
play_audio_clip_on_channel(channel, clip, itemToPlay.priority, itemToPlay.repeat, 0, itemToPlay.cachedClip);
i--;
}
}
}
///////////////////////////////////////////////////////////////////////////
// Do non-blocking voice speech
// NOTE: there's only one speech channel, therefore it's either blocking
// or non-blocking at any given time. If it's changed, we'd need to keep
// record of every channel, or keep a count of active channels.
if (_GP(play).IsNonBlockingVoiceSpeech()) {
if (!AudioChans::ChannelIsPlaying(SCHAN_SPEECH)) {
stop_voice_nonblocking();
}
}
}
// Applies a volume drop modifier to the clip, in accordance to its audio type
static void apply_volume_drop_to_clip(SOUNDCLIP *clip) {
int audiotype = clip->_sourceClipType;
clip->apply_volume_modifier(-(_GP(game).audioClipTypes[audiotype].volume_reduction_while_speech_playing * 255 / 100));
}
static void queue_audio_clip_to_play(ScriptAudioClip *clip, int priority, int repeat) {
if (_GP(play).new_music_queue_size >= MAX_QUEUED_MUSIC) {
debug_script_log("Too many queued music, cannot add %s", clip->scriptName.GetCStr());
return;
}
SOUNDCLIP *cachedClip = load_sound_clip(clip, (repeat != 0));
if (cachedClip != nullptr) {
_GP(play).new_music_queue[_GP(play).new_music_queue_size].audioClipIndex = clip->id;
_GP(play).new_music_queue[_GP(play).new_music_queue_size].priority = priority;
_GP(play).new_music_queue[_GP(play).new_music_queue_size].repeat = (repeat != 0);
_GP(play).new_music_queue[_GP(play).new_music_queue_size].cachedClip = cachedClip;
_GP(play).new_music_queue_size++;
}
}
ScriptAudioChannel *play_audio_clip_on_channel(int channel, ScriptAudioClip *clip, int priority, int repeat, int fromOffset, SOUNDCLIP *soundfx) {
if (soundfx == nullptr) {
soundfx = load_sound_clip(clip, (repeat) ? true : false);
}
if (soundfx == nullptr) {
debug_script_log("AudioClip.Play: unable to load sound file");
if (_GP(play).crossfading_in_channel == channel) {
_GP(play).crossfading_in_channel = 0;
}
return nullptr;
}
soundfx->_priority = priority;
if (_GP(play).crossfading_in_channel == channel) {
soundfx->set_volume100(0);
}
// Mute the audio clip if fast-forwarding the cutscene
if (_GP(play).fast_forward) {
soundfx->set_mute(true);
// CHECKME!!
// [IKM] According to the 3.2.1 logic the clip will restore
// its value after cutscene, but only if originalVolAsPercentage
// is not zeroed. Something I am not sure about: why does it
// disable the clip under condition that there's more than one
// channel for this audio type? It does not even check if
// anything of this type is currently playing.
if (_GP(game).audioClipTypes[clip->type].reservedChannels != 1)
soundfx->set_volume100(0);
}
if (soundfx->play_from(fromOffset) == 0) {
// not assigned to a channel, so clean up manually.
delete soundfx;
soundfx = nullptr;
debug_script_log("AudioClip.Play: failed to play sound file");
return nullptr;
}
// Apply volume drop if any speech voice-over is currently playing
// NOTE: there is a confusing logic in sound clip classes, that they do not use
// any modifiers when begin playing, therefore we must apply this only after
// playback was started.
if (!_GP(play).fast_forward && _GP(play).speech_has_voice)
apply_volume_drop_to_clip(soundfx);
AudioChans::SetChannel(channel, soundfx);
return &_G(scrAudioChannel)[channel];
}
void remove_clips_of_type_from_queue(int audioType) {
int aa;
for (aa = 0; aa < _GP(play).new_music_queue_size; aa++) {
ScriptAudioClip *clip = &_GP(game).audioClips[_GP(play).new_music_queue[aa].audioClipIndex];
if ((audioType == SCR_NO_VALUE) || (clip->type == audioType)) {
_GP(play).new_music_queue_size--;
for (int bb = aa; bb < _GP(play).new_music_queue_size; bb++)
_GP(play).new_music_queue[bb] = _GP(play).new_music_queue[bb + 1];
aa--;
}
}
}
void update_queued_clips_volume(int audioType, int new_vol) {
for (int i = 0; i < _GP(play).new_music_queue_size; ++i) {
// NOTE: if clip is uncached, the volume will be set from defaults when it is loaded
SOUNDCLIP *sndclip = _GP(play).new_music_queue[i].cachedClip;
if (sndclip) {
ScriptAudioClip *clip = &_GP(game).audioClips[_GP(play).new_music_queue[i].audioClipIndex];
if (clip->type == audioType)
sndclip->set_volume100(new_vol);
}
}
}
ScriptAudioChannel *play_audio_clip(ScriptAudioClip *clip, int priority, int repeat, int fromOffset, bool queueIfNoChannel) {
if (!queueIfNoChannel)
remove_clips_of_type_from_queue(clip->type);
if (priority == SCR_NO_VALUE)
priority = clip->defaultPriority;
if (repeat == SCR_NO_VALUE)
repeat = clip->defaultRepeat;
int channel = find_free_audio_channel(clip, priority, !queueIfNoChannel, queueIfNoChannel);
if (channel < 0) {
if (queueIfNoChannel)
queue_audio_clip_to_play(clip, priority, repeat);
else
debug_script_log("AudioClip.Play: no channels available to interrupt PRI:%d TYPE:%d", priority, clip->type);
return nullptr;
}
return play_audio_clip_on_channel(channel, clip, priority, repeat, fromOffset);
}
ScriptAudioChannel *play_audio_clip_by_index(int audioClipIndex) {
if ((audioClipIndex >= 0) && ((size_t)audioClipIndex < _GP(game).audioClips.size()))
return AudioClip_Play(&_GP(game).audioClips[audioClipIndex], SCR_NO_VALUE, SCR_NO_VALUE);
else
return nullptr;
}
void stop_and_destroy_channel_ex(int chid, bool resetLegacyMusicSettings) {
if ((chid < 0) || (chid >= TOTAL_AUDIO_CHANNELS))
quit("!StopChannel: invalid channel ID");
SOUNDCLIP *ch = AudioChans::GetChannel(chid);
if (ch != nullptr) {
delete ch;
AudioChans::SetChannel(chid, nullptr);
ch = nullptr;
}
if (_GP(play).crossfading_in_channel == chid)
_GP(play).crossfading_in_channel = 0;
if (_GP(play).crossfading_out_channel == chid)
_GP(play).crossfading_out_channel = 0;
// don't update '_G(crossFading)' here as it is updated in all the cross-fading functions.
// destroyed an ambient sound channel
if (chid < _GP(game).numGameChannels) {
if (_GP(ambient)[chid].channel > 0)
_GP(ambient)[chid].channel = 0;
}
if ((chid == SCHAN_MUSIC) && (resetLegacyMusicSettings)) {
_GP(play).cur_music_number = -1;
_G(current_music_type) = 0;
}
}
void stop_and_destroy_channel(int chid) {
stop_and_destroy_channel_ex(chid, true);
}
void export_missing_audiochans() {
for (int i = 0; i < _GP(game).numCompatGameChannels; ++i) {
int h = ccGetObjectHandleFromAddress(&_G(scrAudioChannel)[i]);
if (h <= 0)
ccRegisterManagedObject(&_G(scrAudioChannel)[i], &_GP(ccDynamicAudio));
}
}
// ***** BACKWARDS COMPATIBILITY WITH OLD AUDIO SYSTEM ***** //
int get_old_style_number_for_sound(int sound_number) {
// In the legacy audio system treat sound_number as an old style number
if (_GP(game).IsLegacyAudioSystem()) {
return sound_number;
}
// Treat sound number as a real clip index
if (sound_number >= 0) {
int old_style_number = 0;
if (sscanf(_GP(game).audioClips[sound_number].scriptName.GetCStr(), "aSound%d", &old_style_number) == 1)
return old_style_number;
}
return 0;
}
SOUNDCLIP *load_sound_clip_from_old_style_number(bool isMusic, int indexNumber, bool repeat) {
ScriptAudioClip *audioClip = GetAudioClipForOldStyleNumber(_GP(game), isMusic, indexNumber);
if (audioClip != nullptr) {
return load_sound_clip(audioClip, repeat);
}
return nullptr;
}
//=============================================================================
int get_volume_adjusted_for_distance(int volume, int sndX, int sndY, int sndMaxDist) {
int distx = _G(playerchar)->x - sndX;
int disty = _G(playerchar)->y - sndY;
// it uses Allegro's "fix" sqrt without the ::
int dist = (int)::sqrt((double)(distx * distx + disty * disty));
// if they're quite close, full volume
int wantvol = volume;
if (dist >= AMBIENCE_FULL_DIST) {
// get the relative volume
wantvol = ((dist - AMBIENCE_FULL_DIST) * volume) / sndMaxDist;
// closer is louder
wantvol = volume - wantvol;
}
return wantvol;
}
void update_directional_sound_vol() {
for (int chnum = NUM_SPEECH_CHANS; chnum < _GP(game).numGameChannels; chnum++) {
auto *ch = AudioChans::GetChannelIfPlaying(chnum);
if ((ch != nullptr) && (ch->_xSource >= 0)) {
ch->apply_directional_modifier(
get_volume_adjusted_for_distance(ch->get_volume255(),
ch->_xSource,
ch->_ySource,
ch->_maximumPossibleDistanceAway) -
ch->get_volume255());
}
}
}
void update_ambient_sound_vol() {
for (int chan = NUM_SPEECH_CHANS; chan < _GP(game).numGameChannels; chan++) {
AmbientSound *thisSound = &_GP(ambient)[chan];
if (thisSound->channel == 0)
continue;
int sourceVolume = thisSound->vol;
if (_GP(play).speech_has_voice) {
// Negative value means set exactly; positive means drop that amount
if (_GP(play).speech_music_drop < 0)
sourceVolume = -_GP(play).speech_music_drop;
else
sourceVolume -= _GP(play).speech_music_drop;
if (sourceVolume < 0)
sourceVolume = 0;
if (sourceVolume > 255)
sourceVolume = 255;
}
// Adjust ambient volume so it maxes out at overall sound volume
int ambientvol = (sourceVolume * _GP(play).sound_volume) / 255;
int wantvol;
if ((thisSound->x == 0) && (thisSound->y == 0)) {
wantvol = ambientvol;
} else {
wantvol = get_volume_adjusted_for_distance(ambientvol, thisSound->x, thisSound->y, thisSound->maxdist);
}
auto *ch = AudioChans::GetChannelIfPlaying(thisSound->channel);
if (ch)
ch->set_volume255(wantvol);
}
}
SOUNDCLIP *load_sound_and_play(ScriptAudioClip *aclip, bool repeat) {
SOUNDCLIP *soundfx = load_sound_clip(aclip, repeat);
if (!soundfx) {
return nullptr;
}
if (soundfx->play() == 0) {
// not assigned to a channel, so clean up manually.
delete soundfx;
return nullptr;
}
return soundfx;
}
void stop_all_sound_and_music() {
stopmusic();
stop_voice_nonblocking();
// make sure it doesn't start crossfading when it comes back
_G(crossFading) = 0;
// any ambient sound will be aborted
for (int i = 0; i < TOTAL_AUDIO_CHANNELS; ++i)
stop_and_destroy_channel(i);
}
void shutdown_sound() {
stop_all_sound_and_music(); // game logic
#if !AGS_PLATFORM_SCUMMVM
audio_core_shutdown(); // audio core system
#endif
sys_audio_shutdown(); // backend
_GP(usetup).audio_enabled = false;
}
// the sound will only be played if there is a free channel or
// it has a priority >= an existing sound to override
static int play_sound_priority(int val1, int priority) {
int lowest_pri = 9999, lowest_pri_id = -1;
// find a free channel to play it on
for (int i = SCHAN_NORMAL; i < _GP(game).numGameChannels; i++) {
auto *ch = AudioChans::GetChannelIfPlaying(i);
if (val1 < 0) {
// Playing sound -1 means iterate through and stop all sound
if (ch)
stop_and_destroy_channel(i);
} else if (ch == nullptr || !ch->is_playing()) {
// PlaySoundEx will destroy the previous channel value.
const int usechan = PlaySoundEx(val1, i);
if (usechan >= 0) {
// channel will hold a different clip here
assert(usechan == i);
auto *chan = AudioChans::GetChannel(usechan);
if (chan)
chan->_priority = priority;
}
return usechan;
} else if (ch->_priority < lowest_pri) {
lowest_pri = ch->_priority;
lowest_pri_id = i;
}
}
if (val1 < 0)
return -1;
// no free channels, see if we have a high enough priority
// to override one
if (priority >= lowest_pri) {
const int usechan = PlaySoundEx(val1, lowest_pri_id);
if (usechan >= 0) {
assert(usechan == lowest_pri_id);
auto *ch = AudioChans::GetChannel(usechan);
if (ch)
ch->_priority = priority;
return usechan;
}
}
return -1;
}
int play_sound(int val1) {
return play_sound_priority(val1, 10);
}
//=============================================================================
void cancel_scheduled_music_update() {
_G(music_update_scheduled) = false;
}
void schedule_music_update_at(AGS_Clock::time_point at) {
_G(music_update_scheduled) = true;
_G(music_update_at) = at;
}
void postpone_scheduled_music_update_by(std::chrono::milliseconds duration) {
if (!_G(music_update_scheduled)) {
return;
}
_G(music_update_at) += duration;
}
void process_scheduled_music_update() {
if (!_G(music_update_scheduled)) {
return;
}
if (_G(music_update_at) > AGS_Clock::now()) {
return;
}
cancel_scheduled_music_update();
update_music_volume();
apply_volume_drop_modifier(false);
update_ambient_sound_vol();
}
// end scheduled music update functions
//=============================================================================
void clear_music_cache() {
if (_G(cachedQueuedMusic) != nullptr) {
delete _G(cachedQueuedMusic);
_G(cachedQueuedMusic) = nullptr;
}
}
static void play_new_music(int mnum, SOUNDCLIP *music);
void play_next_queued() {
// check if there's a queued one to play
if (_GP(play).music_queue_size > 0) {
int tuneToPlay = _GP(play).music_queue[0];
if (tuneToPlay >= QUEUED_MUSIC_REPEAT) {
// Loop it!
_GP(play).music_repeat++;
play_new_music(tuneToPlay - QUEUED_MUSIC_REPEAT, _G(cachedQueuedMusic));
_GP(play).music_repeat--;
} else {
// Don't loop it!
int repeatWas = _GP(play).music_repeat;
_GP(play).music_repeat = 0;
play_new_music(tuneToPlay, _G(cachedQueuedMusic));
_GP(play).music_repeat = repeatWas;
}
// don't free the memory, as it has been transferred onto the
// main music channel
_G(cachedQueuedMusic) = nullptr;
_GP(play).music_queue_size--;
for (int i = 0; i < _GP(play).music_queue_size; i++)
_GP(play).music_queue[i] = _GP(play).music_queue[i + 1];
if (_GP(play).music_queue_size > 0)
_G(cachedQueuedMusic) = load_music_from_disk(_GP(play).music_queue[0], 0);
}
}
int calculate_max_volume() {
// quieter so that sounds can be heard better
int newvol = _GP(play).music_master_volume + ((int)_GP(thisroom).Options.MusicVolume) * LegacyRoomVolumeFactor;
if (newvol > 255) newvol = 255;
if (newvol < 0) newvol = 0;
if (_GP(play).fast_forward)
newvol = 0;
return newvol;
}
// add/remove the volume drop to the audio channels while speech is playing
void apply_volume_drop_modifier(bool applyModifier) {
for (int i = NUM_SPEECH_CHANS; i < _GP(game).numGameChannels; i++) {
auto *ch = AudioChans::GetChannelIfPlaying(i);
if (ch && ch->_sourceClipID >= 0) {
if (applyModifier)
apply_volume_drop_to_clip(ch);
else
ch->apply_volume_modifier(0); // reset modifier
}
}
}
// Checks if speech voice-over is currently playing, and reapply volume drop to all other active clips
void update_volume_drop_if_voiceover() {
apply_volume_drop_modifier(_GP(play).speech_has_voice);
}
// Sync logical game channels with the audio backend:
// startup new assigned clips, apply changed parameters.
void sync_audio_playback() {
for (int i = 0; i < TOTAL_AUDIO_CHANNELS; ++i) {
// update the playing channels, and dispose the finished / invalid ones
auto *ch = AudioChans::GetChannelIfPlaying(i);
if (ch && !ch->update()) {
AudioChans::SetChannel(i, nullptr);
delete ch;
}
}
}
// Update the music, and advance the crossfade on a step
// (this should only be called once per game loop)
void update_audio_system_on_game_loop() {
update_polled_stuff();
// Sync logical game channels with the audio backend
// NOTE: we update twice, first time here - because we need to know
// which clips are still playing before updating the sound transitions
// and queues, then second time later - because we need to apply any
// changes to channels / parameters.
// TODO: investigate options for optimizing this.
sync_audio_playback();
process_scheduled_music_update();
audio_update_polled_stuff();
if (_G(crossFading)) {
_G(crossFadeStep)++;
update_music_volume();
}
// Check if the current music has finished playing
if ((_GP(play).cur_music_number >= 0) && (_GP(play).fast_forward == 0)) {
if (IsMusicPlaying() == 0) {
// The current music has finished
_GP(play).cur_music_number = -1;
play_next_queued();
} else if ((_GP(game).options[OPT_CROSSFADEMUSIC] > 0) &&
(_GP(play).music_queue_size > 0) && (!_G(crossFading))) {
// want to crossfade, and new tune in the queue
auto *ch = AudioChans::GetChannel(SCHAN_MUSIC);
if (ch) {
int curpos = ch->get_pos_ms();
int muslen = ch->get_length_ms();
if ((curpos > 0) && (muslen > 0)) {
// we want to crossfade, and we know how far through
// the tune we are
int takesSteps = calculate_max_volume() / _GP(game).options[OPT_CROSSFADEMUSIC];
int takesMs = ::lround(takesSteps * 1000.0f / get_game_fps());
if (curpos >= muslen - takesMs)
play_next_queued();
}
}
}
}
if (_G(loopcounter) % 5 == 0) { // TODO: investigate why we do this each 5 frames?
update_ambient_sound_vol();
update_directional_sound_vol();
}
// Sync logical game channels with the audio backend again
sync_audio_playback();
}
void stopmusic() {
if (_G(crossFading) > 0) {
// stop in the middle of a new track fading in
// Abort the new track, and let the old one finish fading out
stop_and_destroy_channel(_G(crossFading));
_G(crossFading) = -1;
} else if (_G(crossFading) < 0) {
// the music is already fading out
if (_GP(game).options[OPT_CROSSFADEMUSIC] <= 0) {
// If they have since disabled crossfading, stop the fadeout
stop_and_destroy_channel(SCHAN_MUSIC);
_G(crossFading) = 0;
_G(crossFadeStep) = 0;
update_music_volume();
}
} else if ((_GP(game).options[OPT_CROSSFADEMUSIC] > 0)
&& (AudioChans::GetChannelIfPlaying(SCHAN_MUSIC) != nullptr)
&& (_G(current_music_type) != 0)
&& (_G(current_music_type) != MUS_MIDI)
&& (_G(current_music_type) != MUS_MOD)) {
_G(crossFading) = -1;
_G(crossFadeStep) = 0;
_G(crossFadeVolumePerStep) = _GP(game).options[OPT_CROSSFADEMUSIC];
_G(crossFadeVolumeAtStart) = calculate_max_volume();
} else
stop_and_destroy_channel(SCHAN_MUSIC);
_GP(play).cur_music_number = -1;
_G(current_music_type) = 0;
}
void update_music_volume() {
if ((_G(current_music_type)) || (_G(crossFading) < 0)) {
// targetVol is the maximum volume we're fading in to
// newvol is the starting volume that we faded out from
int targetVol = calculate_max_volume();
int newvol;
if (_G(crossFading))
newvol = _G(crossFadeVolumeAtStart);
else
newvol = targetVol;
// fading out old track, target volume is silence
if (_G(crossFading) < 0)
targetVol = 0;
if (_G(crossFading)) {
int curvol = _G(crossFadeVolumePerStep) * _G(crossFadeStep);
if ((curvol > targetVol) && (curvol > newvol)) {
// it has fully faded to the new track
newvol = targetVol;
stop_and_destroy_channel_ex(SCHAN_MUSIC, false);
if (_G(crossFading) > 0) {
AudioChans::MoveChannel(SCHAN_MUSIC, _G(crossFading));
}
_G(crossFading) = 0;
} else {
if (_G(crossFading) > 0) {
auto *ch = AudioChans::GetChannel(_G(crossFading));
if (ch)
ch->set_volume255((curvol > targetVol) ? targetVol : curvol);
}
newvol -= curvol;
if (newvol < 0)
newvol = 0;
}
}
auto *ch = AudioChans::GetChannel(SCHAN_MUSIC);
if (ch)
ch->set_volume255(newvol);
}
}
// Ensures crossfader is stable after loading (or failing to load) new music
// NOTE: part of the legacy audio logic
void post_new_music_check() {
if ((_G(crossFading) > 0) && (AudioChans::GetChannel(_G(crossFading)) == nullptr)) {
_G(crossFading) = 0;
// Was fading out but then they played invalid music, continue to fade out
if (AudioChans::GetChannel(SCHAN_MUSIC) != nullptr)
_G(crossFading) = -1;
}
}
int prepare_for_new_music() {
int useChannel = SCHAN_MUSIC;
if ((_GP(game).options[OPT_CROSSFADEMUSIC] > 0)
&& (AudioChans::GetChannelIfPlaying(SCHAN_MUSIC) != nullptr)
&& (_G(current_music_type) != MUS_MIDI)
&& (_G(current_music_type) != MUS_MOD)) {
if (_G(crossFading) > 0) {
// It's still crossfading to the previous track
stop_and_destroy_channel_ex(SCHAN_MUSIC, false);
AudioChans::MoveChannel(SCHAN_MUSIC, _G(crossFading));
_G(crossFading) = 0;
update_music_volume();
} else if (_G(crossFading) < 0) {
// an old track is still fading out, no new music yet
// Do nothing, and keep the current crossfade step
} else {
// start crossfading
_G(crossFadeStep) = 0;
_G(crossFadeVolumePerStep) = _GP(game).options[OPT_CROSSFADEMUSIC];
_G(crossFadeVolumeAtStart) = calculate_max_volume();
}
useChannel = SPECIAL_CROSSFADE_CHANNEL;
_G(crossFading) = useChannel;
} else {
// crossfading is now turned off
stopmusic();
// ensure that any traces of old tunes fading are eliminated
// (otherwise the new track will be faded out)
_G(crossFading) = 0;
}
// Just make sure, because it will be overwritten in a sec
if (AudioChans::GetChannel(useChannel) != nullptr)
stop_and_destroy_channel(useChannel);
return useChannel;
}
ScriptAudioClip *get_audio_clip_for_music(int mnum) {
if (mnum >= QUEUED_MUSIC_REPEAT)
mnum -= QUEUED_MUSIC_REPEAT;
return GetAudioClipForOldStyleNumber(_GP(game), true, mnum);
}
SOUNDCLIP *load_music_from_disk(int mnum, bool doRepeat) {
if (mnum >= QUEUED_MUSIC_REPEAT) {
mnum -= QUEUED_MUSIC_REPEAT;
doRepeat = true;
}
SOUNDCLIP *loaded = load_sound_clip_from_old_style_number(true, mnum, doRepeat);
if ((loaded == nullptr) && (mnum > 0)) {
debug_script_warn("Music %d not found", mnum);
debug_script_log("FAILED to load music %d", mnum);
}
return loaded;
}
static void play_new_music(int mnum, SOUNDCLIP *music) {
if (_G(debug_flags) & DBG_NOMUSIC)
return;
if ((_GP(play).cur_music_number == mnum) && (music == nullptr)) {
debug_script_log("PlayMusic %d but already playing", mnum);
return; // don't play the music if it's already playing
}
ScriptAudioClip *aclip = get_audio_clip_for_music(mnum);
if (aclip && !is_audiotype_allowed_to_play((AudioFileType)aclip->fileType))
return;
int useChannel = SCHAN_MUSIC;
debug_script_log("Playing music %d", mnum);
if (mnum < 0) {
stopmusic();
return;
}
if (_GP(play).fast_forward) {
// while skipping cutscene, don't change the music
_GP(play).end_cutscene_music = mnum;
return;
}
useChannel = prepare_for_new_music();
_GP(play).cur_music_number = mnum;
_G(current_music_type) = 0;
_GP(play).current_music_repeating = _GP(play).music_repeat;
// now that all the previous music is unloaded, load in the new one
SOUNDCLIP *new_clip;
if (music != nullptr)
new_clip = music;
else
new_clip = load_music_from_disk(mnum, (_GP(play).music_repeat > 0));
auto *ch = AudioChans::SetChannel(useChannel, new_clip);
if (ch != nullptr) {
if (!ch->play()) {
// previous behavior was to set channel[] to null on error, so continue to do that here.
delete ch;
ch = nullptr;
AudioChans::SetChannel(useChannel, nullptr);
} else
_G(current_music_type) = ch->get_sound_type();
}
post_new_music_check();
update_music_volume();
}
void newmusic(int mnum) {
play_new_music(mnum, nullptr);
}
} // namespace AGS3
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