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engines/icb/sound/fx_manager.cpp
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312
engines/icb/sound/fx_manager.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/sound/fx_manager.h"
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#include "engines/icb/p4.h"
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#include "engines/icb/res_man_pc.h"
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#include "engines/icb/sound/sound_common.h"
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#include "engines/icb/icb.h"
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#include "engines/icb/global_objects.h"
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#include "common/textconsole.h"
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#include "audio/decoders/wave.h"
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namespace ICB {
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// externals
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extern _stub stub;
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bool8 noSoundEngine = FALSE8;
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// Nearest integer macro
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#define NEAREST_INT(X) (X) > 0.0 ? int((X) + 0.5) : int((X)-0.5)
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FxManager::FxManager() {
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for (int32 id = 0; id < MAX_FX; id++) {
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memset(m_effects[id].name, 0, SAMPLE_NAME_LENGTH);
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m_effects[id].flags = Effect::EMPTY;
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m_effects[id].delay = 0;
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m_effects[id].looped = 0;
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m_effects[id].pitch = 0;
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m_effects[id].pan = 0;
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m_effects[id].volume = 0;
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m_effects[id]._stream = nullptr;
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}
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}
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FxManager::~FxManager() {
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// Remove any memory resident sounds
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UnregisterAll();
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}
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bool8 FxManager::Poll() {
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if (noSoundEngine)
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return TRUE8;
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// Update all buffers
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for (int32 id = 0; id < MAX_FX; id++) {
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switch (m_effects[id].flags) {
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// If it's playing check it hasn't finished
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case Effect::PLAYING:
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// Apply current settings
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if (g_icb->_mixer->isSoundHandleActive(m_effects[id]._handle)) {
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float volumeConversion = Audio::Mixer::kMaxChannelVolume / 128.0f;
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g_icb->_mixer->setChannelVolume(m_effects[id]._handle, m_effects[id].volume * volumeConversion);
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g_icb->_mixer->setChannelBalance(m_effects[id]._handle, m_effects[id].pan);
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// FIXME correct pitch control
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//uint32 frequency = (m_effects[id].pitch * g_stub->cycle_speed) / 100;
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//m_effects[id].buffer->SetFrequency( frequency ) ;
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//alSourcef(m_effects[id].alStream.source, AL_PITCH, 1.0f);
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}
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if (!g_icb->_mixer->isSoundHandleActive(m_effects[id]._handle)) {
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// Finished playing so ready to go again
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m_effects[id].flags = Effect::READY;
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}
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break;
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// It's currently delayed
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case Effect::DELAYED:
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m_effects[id].delay--;
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if (m_effects[id].delay != 0)
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break;
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// falls through
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// It's waiting to play
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case Effect::QUEUED: {
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// Apply current settings
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// FIXME correct pitch control
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//uint32 frequency = (m_effects[id].pitch * g_stub->cycle_speed) / 100;
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//m_effects[id].buffer->SetFrequency( frequency ) ;
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//alSourcef(m_effects[id].alStream.source, AL_PITCH, 1.0f);
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// So play it
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float volumeConversion = Audio::Mixer::kMaxChannelVolume / 128.0f;
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g_icb->_mixer->playStream(Audio::Mixer::kSFXSoundType, &m_effects[id]._handle,
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makeLoopingAudioStream(m_effects[id]._stream, (m_effects[id].looped != 0) ? 0 : 1),
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-1, m_effects[id].volume * volumeConversion, m_effects[id].pan, DisposeAfterUse::NO);
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m_effects[id].flags = Effect::PLAYING;
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}
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break;
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default:
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break;
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}
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}
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return TRUE8;
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}
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int32 FxManager::Register(const int32 id, const char *name, const int32 delay, uint32 byteOffsetInCluster) {
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if (noSoundEngine)
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return 0;
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// Create the sound buffers
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if (!Load(id, name, byteOffsetInCluster)) {
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warning("sounds.txt: can't load \"%s\"", name);
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return -1;
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}
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// Record the samples name so we know it is currently loaded in memory
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Common::strcpy_s(m_effects[id].name, name);
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// Setup the delay if there is one
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m_effects[id].delay = delay;
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if (delay)
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m_effects[id].flags = Effect::DELAYED;
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else
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m_effects[id].flags = Effect::READY;
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// Ok were done
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return id;
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}
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void FxManager::Unregister(int32 id) {
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if (noSoundEngine)
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return;
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if (g_icb->_mixer->isSoundHandleActive(m_effects[id]._handle)) {
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g_icb->_mixer->stopHandle(m_effects[id]._handle);
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}
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delete m_effects[id]._stream;
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m_effects[id]._stream = nullptr;
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memset(m_effects[id].name, 0, SAMPLE_NAME_LENGTH);
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m_effects[id].flags = Effect::EMPTY;
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}
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void FxManager::Play(int32 id) {
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if (noSoundEngine)
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return;
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if (m_effects[id].flags == Effect::READY) {
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// Queue the sound to be played
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m_effects[id].flags = Effect::QUEUED;
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}
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}
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void FxManager::SetVolume(int32 id, int32 vol) {
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if (noSoundEngine)
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return;
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m_effects[id].volume = vol;
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}
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void FxManager::SetPan(int32 id, int32 pan) {
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if (noSoundEngine)
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return;
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m_effects[id].pan = pan;
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}
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void FxManager::SetPitch(int32 id, int32 pitch) {
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if (noSoundEngine)
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return;
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m_effects[id].pitch = pitch;
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}
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void FxManager::Stop(int32 id) {
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if (noSoundEngine)
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return;
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if (m_effects[id].flags == Effect::PLAYING) {
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// Halt playback and reset position
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g_icb->_mixer->stopHandle(m_effects[id]._handle);
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m_effects[id]._stream->rewind();
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m_effects[id].flags = Effect::READY;
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}
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}
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void FxManager::StopAll() {
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if (noSoundEngine)
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return;
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for (int32 id = 0; id < MAX_FX; id++) {
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if (m_effects[id].flags == Effect::PLAYING) {
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// Halt playback and reset position
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g_icb->_mixer->stopHandle(m_effects[id]._handle);
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m_effects[id]._stream->rewind();
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m_effects[id].flags = Effect::READY;
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}
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}
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}
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void FxManager::UnregisterAll() {
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if (noSoundEngine)
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return;
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for (int32 id = 0; id < MAX_FX; id++) {
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Unregister(id);
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delete m_effects[id]._stream;
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m_effects[id]._stream = nullptr;
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}
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}
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int32 FxManager::GetDefaultRate(const char *name, uint32 byteOffsetInCluster) {
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int32 rateToFind = 0;
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int32 id;
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for (id = 0; id < MAX_FX; id++) {
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// Do we have this sample loaded in memory
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if (strcmp(m_effects[id].name, name) == 0)
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break;
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}
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if (id == MAX_FX)
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rateToFind = GetDefaultRateByName(name, byteOffsetInCluster);
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else
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rateToFind = GetDefaultRateByID(id);
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return rateToFind;
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}
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int32 FxManager::GetDefaultRateByName(const char * /*name*/, uint32 byteOffsetInCluster) {
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_wavHeader header;
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// Open the cluster file and seek to the start of the sample
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const char *clusterName = (const char *)pxVString("g\\samples.clu");
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Common::SeekableReadStream *stream = openDiskFileForBinaryStreamRead(clusterName);
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if (!stream)
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return 0;
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stream->seek(byteOffsetInCluster, SEEK_SET);
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// Read in the wave header
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if (stream->read(&header, sizeof(_wavHeader)) != sizeof(_wavHeader)) {
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delete stream;
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return 0;
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}
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// Close the file
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delete stream;
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// Return the wavs sampling rate
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return (FROM_LE_32(header.samplesPerSec));
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}
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bool8 FxManager::Load(int32 id, const char * /*name*/, uint32 byteOffsetInCluster) {
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_wavHeader header;
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uint32 length;
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int32 lengthInCycles;
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// Open the cluster file and seek to the start of the sample
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const char *clusterName = (const char *)pxVString("g\\samples.clu");
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Common::SeekableReadStream *stream = openDiskFileForBinaryStreamRead(clusterName);
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if (!stream)
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return FALSE8;
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stream->seek(byteOffsetInCluster, SEEK_SET);
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if (openWav(stream, header, length, byteOffsetInCluster, lengthInCycles) != TRUE8) {
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delete stream;
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return FALSE8;
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}
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// Straighten out the block align. (someties it's per second and sometime per sample)
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if (FROM_LE_16(header.blockAlign) > 16)
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header.blockAlign = TO_LE_16((uint16)(FROM_LE_16(header.channels) * FROM_LE_16(header.bitsPerSample) / 8));
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// Store buffer sampling rate for easy access later
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m_effects[id].rate = FROM_LE_32(header.samplesPerSec);
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m_effects[id]._stream = Audio::makeWAVStream(stream, DisposeAfterUse::YES);
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if (m_effects[id].rate != 0)
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m_effects[id].length = 500 * length / m_effects[id].rate;
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else
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m_effects[id].length = 0;
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return TRUE8;
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}
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} // End of namespace ICB
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