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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/>.
*
*/
#ifndef SWORD1_SOUND_H
#define SWORD1_SOUND_H
#include "sword1/object.h"
#include "sword1/sworddefs.h"
#include "common/file.h"
#include "common/mutex.h"
#include "common/random.h"
#include "common/timer.h"
#include "common/util.h"
#include "audio/mixer.h"
#include "audio/audiostream.h"
namespace Audio {
class Mixer;
}
namespace Sword1 {
#define TOTAL_FX_PER_ROOM 7 // total loop & random fx per room (see fx_list.c)
#define MAX_ROOMS_PER_FX 7 // max no. of rooms in the fx's room,vol list
#define MAX_FXQ_LENGTH 32 // max length of sound queue - ie. max number of fx that can be stored up/playing together
#define FX_SPOT 1
#define FX_LOOP 2
#define FX_RANDOM 3
struct QueueElement {
uint32 id, delay;
Audio::SoundHandle handle;
void reset() {
id = 0, delay = 0;
handle = Audio::SoundHandle();
}
};
struct RoomVol {
int32 roomNo, leftVol, rightVol;
};
struct SampleId {
byte cluster;
byte idStd;
byte idWinDemo;
};
struct FxDef {
SampleId sampleId;
uint32 type, delay;
RoomVol roomVolList[MAX_ROOMS_PER_FX];
};
class ResMan;
class SwordEngine;
#define MUSIC_UNDERSCORE 50
#define NEG_MOUTH_THRESHOLD -750
#define POS_MOUTH_THRESHOLD 750
#define MAX_FX 4
#define MAX_MUSIC 2
#define S_STATUS_FINISHED 1
#define S_STATUS_RUNNING 0
#define MUSIC_BUFFER_SIZE 0x2000
#define TOTAL_TUNES 270
#define DEFAULT_SAMPLE_RATE 11025
enum CowMode {
CowWave = 0,
CowFLAC,
CowVorbis,
CowMP3,
CowDemo,
CowPSX
};
enum MusCompMode {
MusWav = 0,
MusAif,
MusFLAC,
MusVorbis,
MusMP3,
MusPSX
};
class Sound {
friend class SwordConsole;
friend class Control;
public:
Sound(Audio::Mixer *mixer, SwordEngine *vm, ResMan *pResMan);
~Sound();
void newScreen(uint32 screen);
void closeCowSystem();
void engine();
void checkSpeechFileEndianness();
double endiannessHeuristicValue(int16* data, uint32 dataSize, uint32 &maxSamples);
void installFadeTimer();
void uninstallFadeTimer();
void playSample(int32 fxNo);
void stopSample(int32 fxNo);
void setFXVolume(byte targetVolume, int handleIdx);
void clearAllFx();
int addToQueue(uint32 fxNo);
void removeFromQueue(uint32 fxNo);
void startSpeech(uint16 roomNo, uint16 localNo);
bool amISpeaking();
int32 checkSpeechStatus();
void playSpeech();
void stopSpeech();
void streamMusicFile(int32 tuneId, int32 looped);
void updateMusicStreaming();
void setCrossFadeIncrement();
void fadeMusicDown(int32 rate);
void fadeFxDown(int32 rate);
void fadeFxUp(int32 rate);
void pauseSpeech();
void unpauseSpeech();
void pauseMusic();
void unpauseMusic();
void pauseFx();
void unpauseFx();
void getVolumes();
void setVolumes();
byte clampVolume(int32 volume);
Common::Mutex _soundMutex;
Audio::Mixer *_mixer;
// Handles for external volume changes (control panel)
uint32 _volFX[2] = { 0, 0 };
uint32 _volSpeech[2] = { 0, 0 };
uint32 _volMusic[2] = { 0, 0 };
// Volume fading variables
int32 _fxCount = 0;
int32 _fxFadingFlag = 0;
int32 _fxFadingRate = 0;
int32 _fxFadeVolume[2] = { 0, 0 };
int32 _musicFadeVolume[2] = { 0, 0 };
// Sound FX information
bool _fxSampleBusy[MAX_FX] = { false, false, false, false };
// Speech data
byte *_speechSample = nullptr;
private:
struct WaveHeader {
uint32 riffTag;
uint32 riffSize;
uint32 waveTag;
uint32 fmtTag;
uint32 fmtSize;
// Format subchunk
uint16 wFormatTag;
uint16 wChannels;
uint32 dwSamplesPerSec;
uint32 dwAvgBytesPerSec;
uint16 wBlockAlign;
uint16 wBitsPerSample;
uint32 dwDataTag;
uint32 dwDataSize;
};
void initCowSystem();
uint32 getSampleId(int32 fxNo);
void playFX(int32 fxID, int32 type, uint8 *wavData, uint32 vol[2]);
void stopFX(int32 fxID);
int32 checkSampleStatus(int32 id);
bool expandSpeech(byte *src, byte *dst, uint32 dstSize,
bool *endiannessCheck = nullptr, uint32 *sizeForEndiannessCheck = nullptr);
int32 getSpeechSize(byte *compData, uint32 compSize);
bool prepareMusicStreaming(const Common::Path &filename, int newHandleId, int32 tuneId,
uint32 volume, int8 pan, MusCompMode assignedMode);
void serveSample(Common::File *file, int32 i);
void reduceMusicVolume();
void restoreMusicVolume();
int8 scalePan(int pan); // From 0,127 to -127,127
Common::File _cowFile;
uint32 *_cowHeader;
uint32 _cowHeaderSize;
uint8 _currentCowFile;
CowMode _cowMode;
Common::RandomSource _rnd;
QueueElement _fxQueue[MAX_FXQ_LENGTH];
uint8 _endOfQueue;
SwordEngine *_vm;
ResMan *_resMan;
bool _bigEndianSpeech;
static const char _musicList[270];
static const uint16 _roomsFixedFx[TOTAL_ROOMS][TOTAL_FX_PER_ROOM];
static const FxDef _fxList[312];
static const char _tuneList[TOTAL_TUNES][8]; // In staticres.cpp
// Volume fading variables
bool _crossFadeIncrement = false;
// Speech variables
int32 _speechLipsyncCounter = 0;
int32 _speechSize = 0;
bool _speechSampleBusy = false;
// Sound handles
Audio::SoundHandle _hSampleFX[MAX_FX];
Audio::SoundHandle _hSampleSpeech;
Audio::SoundHandle _hSampleMusic[MAX_MUSIC];
// Music stream information
bool _musicStreamPlaying[MAX_MUSIC] = { false, false };
bool _streamLoopingFlag[MAX_MUSIC] = { false, false };
int32 _musicStreamFading[MAX_MUSIC] = { 0, 0 };
MusCompMode _musicStreamFormat[MAX_MUSIC] = { MusWav, MusWav };
Audio::QueuingAudioStream *_musicOutputStream[MAX_MUSIC] = { nullptr, nullptr };
Audio::RewindableAudioStream *_compressedMusicStream[MAX_MUSIC] = { nullptr, nullptr };
Common::File _musicFile[MAX_MUSIC];
// Sound FX information
int32 _fxSampleId[MAX_FX] = { 0, 0, 0, 0 };
// Pause variables
bool _speechPaused = false;
bool _fxPaused[MAX_FX] = { false, false, false, false };
bool _musicPaused[MAX_MUSIC] = { false, false };
};
} // End of namespace Sword1
#endif // SOUND_H
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