Initial commit
This commit is contained in:
489
engines/scumm/soundcd.cpp
Normal file
489
engines/scumm/soundcd.cpp
Normal file
@@ -0,0 +1,489 @@
|
||||
/* 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/audiostream.h"
|
||||
#include "common/config-manager.h"
|
||||
#include "common/timer.h"
|
||||
#include "engines/engine.h"
|
||||
#include "scumm/cdda.h"
|
||||
#include "scumm/music.h"
|
||||
#include "scumm/scumm.h"
|
||||
#include "scumm/soundcd.h"
|
||||
#include "scumm/soundse.h"
|
||||
|
||||
namespace Scumm {
|
||||
|
||||
SoundCD::SoundCD(ScummEngine *parent, Audio::Mixer *mixer, SoundSE *soundSE, bool useReplacementAudioTracks):
|
||||
_vm(parent), _mixer(mixer), _soundSE(soundSE), _useReplacementAudioTracks(useReplacementAudioTracks) {
|
||||
_fileBasedCDStatus.playing = false;
|
||||
_fileBasedCDStatus.track = 0;
|
||||
_fileBasedCDStatus.start = 0;
|
||||
_fileBasedCDStatus.duration = 0;
|
||||
_fileBasedCDStatus.numLoops = 0;
|
||||
_fileBasedCDStatus.volume = Audio::Mixer::kMaxChannelVolume;
|
||||
_fileBasedCDStatus.balance = 0;
|
||||
|
||||
_hasFileBasedCDAudio =
|
||||
(_vm->_game.id == GID_LOOM && Common::File::exists("CDDA.SOU")) ||
|
||||
((_vm->_game.features & GF_DOUBLEFINE_PAK) && _vm->_game.id == GID_MONKEY);
|
||||
|
||||
_loomOvertureTransition = DEFAULT_LOOM_OVERTURE_TRANSITION + ConfMan.getInt("loom_overture_ticks");
|
||||
|
||||
_fileBasedCDAudioHandle = new Audio::SoundHandle();
|
||||
}
|
||||
|
||||
SoundCD::~SoundCD() {
|
||||
stopCDTimer();
|
||||
stopCD();
|
||||
delete _fileBasedCDAudioHandle;
|
||||
}
|
||||
|
||||
void SoundCD::stopCDSound(int sound) {
|
||||
if (sound != 0 && sound == _currentCDSound) {
|
||||
_currentCDSound = 0;
|
||||
_musicTimer = 0;
|
||||
_replacementTrackStartTime = 0;
|
||||
stopCD();
|
||||
stopCDTimer();
|
||||
}
|
||||
}
|
||||
|
||||
void SoundCD::stopAllCDSounds() {
|
||||
if (_currentCDSound != 0) {
|
||||
_currentCDSound = 0;
|
||||
_musicTimer = 0;
|
||||
_replacementTrackStartTime = 0;
|
||||
stopCD();
|
||||
stopCDTimer();
|
||||
}
|
||||
}
|
||||
|
||||
static void cdTimerHandler(void *refCon) {
|
||||
SoundCD *snd = (SoundCD *)refCon;
|
||||
|
||||
// FIXME: Turn off the timer when it's no longer needed. In theory, it
|
||||
// should be possible to check with pollCD(), but since CD sound isn't
|
||||
// properly restarted when reloading a saved game, I don't dare to.
|
||||
if ((snd->_cdMusicTimerMod++ & 3) == 0) {
|
||||
snd->_cdMusicTimer++;
|
||||
}
|
||||
}
|
||||
|
||||
void SoundCD::startCDTimer() {
|
||||
if (_useReplacementAudioTracks)
|
||||
return;
|
||||
|
||||
// This CD timer implementation strictly follows the original interpreters for
|
||||
// Monkey Island 1 CD and Loom CD: it works by incrementing _cdMusicTimerMod and _cdMusicTimer
|
||||
// at each quarter frame (see ScummEngine::setTimerAndShakeFrequency() for what the exact
|
||||
// frequency rate is for the particular game and engine version being ran).
|
||||
//
|
||||
// Again as per the interpreters, VAR_MUSIC_TIMER is then updated inside the SCUMM main loop.
|
||||
int32 interval = 1000000 / _vm->getTimerFrequency();
|
||||
|
||||
// LOOM Steam uses a fixed 240Hz rate. This was probably done to get rid of some
|
||||
// audio glitches which are confirmed to be in the original. So let's activate this
|
||||
// fix for the DOS version of LOOM as well, if enhancements are enabled.
|
||||
if (_vm->_game.id == GID_LOOM && (_hasFileBasedCDAudio || _vm->enhancementEnabled(kEnhMinorBugFixes)))
|
||||
interval = 1000000 / LOOM_STEAM_CDDA_RATE;
|
||||
|
||||
_vm->getTimerManager()->removeTimerProc(&cdTimerHandler);
|
||||
_vm->getTimerManager()->installTimerProc(&cdTimerHandler, interval, this, "scummCDtimer");
|
||||
}
|
||||
|
||||
void SoundCD::stopCDTimer() {
|
||||
if (_useReplacementAudioTracks)
|
||||
return;
|
||||
|
||||
_vm->getTimerManager()->removeTimerProc(&cdTimerHandler);
|
||||
}
|
||||
|
||||
int SoundCD::playCDTrackFromSoundID(int soundId) {
|
||||
int loops = 1;
|
||||
int start = 0;
|
||||
int end = 0;
|
||||
int trackNr = getCDTrackIdFromSoundId(soundId, loops, start, end);
|
||||
_currentCDSound = soundId;
|
||||
playCDTrack(trackNr, loops == 0xff ? -1 : loops, start, end <= start ? 0 : end - start);
|
||||
return trackNr;
|
||||
}
|
||||
|
||||
void SoundCD::playCDTrack(int track, int numLoops, int startFrame, int duration) {
|
||||
// Reset the music timer variable at the start of a new track
|
||||
_vm->VAR(_vm->VAR_MUSIC_TIMER) = 0;
|
||||
_cdMusicTimerMod = 0;
|
||||
_cdMusicTimer = 0;
|
||||
|
||||
// Play it
|
||||
if (!_soundsPaused)
|
||||
playCDTrackInternal(track, numLoops, startFrame, duration);
|
||||
|
||||
// Start the timer after starting the track. Starting an MP3 track is
|
||||
// almost instantaneous, but a CD player may take some time. Hopefully
|
||||
// playCD() will block during that delay.
|
||||
startCDTimer();
|
||||
}
|
||||
|
||||
void SoundCD::playCDTrackInternal(int track, int numLoops, int startFrame, int duration) {
|
||||
_fileBasedCDStatus.track = track;
|
||||
_fileBasedCDStatus.numLoops = numLoops;
|
||||
_fileBasedCDStatus.start = startFrame;
|
||||
_fileBasedCDStatus.duration = duration;
|
||||
|
||||
if (!_hasFileBasedCDAudio) {
|
||||
g_system->getAudioCDManager()->play(track, numLoops, startFrame, duration);
|
||||
} else {
|
||||
// Stop any currently playing track
|
||||
_mixer->stopHandle(*_fileBasedCDAudioHandle);
|
||||
|
||||
Audio::SeekableAudioStream *stream = nullptr;
|
||||
|
||||
if (_vm->_game.id == GID_LOOM) {
|
||||
stream = makeCDDAStream("CDDA.SOU", DisposeAfterUse::YES);
|
||||
} else if (_soundSE) {
|
||||
stream = _soundSE->getAudioStreamFromIndex(track, kSoundSETypeCDAudio);
|
||||
}
|
||||
|
||||
if (!stream)
|
||||
return;
|
||||
|
||||
Audio::Timestamp start = Audio::Timestamp(0, startFrame, 75);
|
||||
Audio::Timestamp end = Audio::Timestamp(0, startFrame + duration, 75);
|
||||
|
||||
_mixer->playStream(Audio::Mixer::kMusicSoundType, _fileBasedCDAudioHandle,
|
||||
Audio::makeLoopingAudioStream(stream, start, end, (numLoops < 1) ? numLoops + 1 : numLoops));
|
||||
}
|
||||
}
|
||||
|
||||
void SoundCD::stopCD() {
|
||||
if (!_hasFileBasedCDAudio)
|
||||
g_system->getAudioCDManager()->stop();
|
||||
else
|
||||
_mixer->stopHandle(*_fileBasedCDAudioHandle);
|
||||
}
|
||||
|
||||
int SoundCD::pollCD() const {
|
||||
if (!_hasFileBasedCDAudio)
|
||||
return g_system->getAudioCDManager()->isPlaying();
|
||||
else
|
||||
return _mixer->isSoundHandleActive(*_fileBasedCDAudioHandle);
|
||||
}
|
||||
|
||||
void SoundCD::updateCD() {
|
||||
if (!_hasFileBasedCDAudio)
|
||||
g_system->getAudioCDManager()->update();
|
||||
}
|
||||
|
||||
AudioCDManager::Status SoundCD::getCDStatus() {
|
||||
if (!_hasFileBasedCDAudio)
|
||||
return g_system->getAudioCDManager()->getStatus();
|
||||
else {
|
||||
AudioCDManager::Status info = _fileBasedCDStatus;
|
||||
info.playing = _mixer->isSoundHandleActive(*_fileBasedCDAudioHandle);
|
||||
return info;
|
||||
}
|
||||
}
|
||||
|
||||
int SoundCD::getCDTrackIdFromSoundId(int soundId, int &loops, int &start, int &end) {
|
||||
if (_vm->_game.id == GID_LOOM && _vm->_game.version == 4) {
|
||||
loops = 0;
|
||||
start = -1;
|
||||
return 1;
|
||||
}
|
||||
|
||||
if (soundId != -1 && _vm->getResourceAddress(rtSound, soundId)) {
|
||||
uint8 *ptr = _vm->getResourceAddress(rtSound, soundId) + 0x18;
|
||||
int track = ptr[0];
|
||||
loops = ptr[1];
|
||||
start = (ptr[2] * 60 + ptr[3]) * 75 + ptr[4];
|
||||
end = (ptr[5] * 60 + ptr[6]) * 75 + ptr[7];
|
||||
|
||||
// Add the user-specified adjustments.
|
||||
if (_vm->_game.id == GID_MONKEY && track == 17) {
|
||||
int adjustment = ConfMan.getInt(start == 0 ? "mi1_intro_adjustment" : "mi1_outlook_adjustment");
|
||||
start += ((75 * adjustment) / 100);
|
||||
}
|
||||
|
||||
return track;
|
||||
}
|
||||
|
||||
loops = 1;
|
||||
return -1;
|
||||
}
|
||||
|
||||
bool SoundCD::isRolandLoom() const {
|
||||
return
|
||||
(_vm->_game.id == GID_LOOM) &&
|
||||
(_vm->_game.version == 3) &&
|
||||
(_vm->_game.platform == Common::kPlatformDOS) &&
|
||||
(_vm->VAR(_vm->VAR_SOUNDCARD) == 4);
|
||||
}
|
||||
|
||||
#define JIFFIES_TO_TICKS(x) (40 * ((double)(x)) / _vm->getTimerFrequency())
|
||||
#define TICKS_TO_JIFFIES(x) ((double)(x) * (_vm->getTimerFrequency() / 40))
|
||||
|
||||
#define TICKS_TO_TIMER(x) ((((x)*204) / _loomOvertureTransition) + 1)
|
||||
#define TIMER_TO_TICKS(x) ((((x)-1) * _loomOvertureTransition) / 204)
|
||||
|
||||
void SoundCD::updateMusicTimer() {
|
||||
bool isLoomOverture = (isRolandLoom() && _currentCDSound == 56 && !(_vm->_game.features & GF_DEMO));
|
||||
|
||||
// If the replacement track has ended, reset the timer to 0 like when
|
||||
// playing the original music. We make an exception for the Overture,
|
||||
// since it may need to keep running after the track has ended.
|
||||
//
|
||||
// This is also why we can't query the CD audio manager for the current
|
||||
// position. That, and the fact that the CD manager does not provide
|
||||
// this information at the time of writing.
|
||||
|
||||
if (!pollCD() && !isLoomOverture) {
|
||||
_currentCDSound = 0;
|
||||
_musicTimer = 0;
|
||||
_replacementTrackStartTime = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
// Time is measured in "ticks", with ten ticks per second. This should
|
||||
// be exact enough, while providing an easily understandable unit of
|
||||
// measurement for the adjustment slider.
|
||||
|
||||
// The rate at which the timer is advanced is hard-coded for the Loom
|
||||
// Overture. When playing the original music the rate is apparently
|
||||
// based on the MIDI tempo of it. But at least for Loom, the Overture
|
||||
// seems to be the only piece of music where timing matters.
|
||||
|
||||
// These are the values the timer will have to reach or exceed for the
|
||||
// Overture to work correctly:
|
||||
|
||||
// 4 - Fade in the "OVERTURE" text
|
||||
// 198 - Fade down the "OVERTURE" text
|
||||
// 204 - Show the LucasFilm logo
|
||||
// 278 - End the Overture
|
||||
|
||||
// VAR_TOTAL_TIMER measures time in "jiffies", or frames. This will
|
||||
// eventually overflow, but I don't expect that to ever be a problem.
|
||||
|
||||
int32 now = _vm->VAR(_vm->VAR_TIMER_TOTAL);
|
||||
|
||||
int32 ticks = JIFFIES_TO_TICKS(now - _replacementTrackStartTime);
|
||||
|
||||
// If the track ends before the timer reaches 198, skip ahead. (If the
|
||||
// timer didn't even reach 4 you weren't really trying, and must be
|
||||
// punished for that!)
|
||||
|
||||
if (isLoomOverture && !pollCD()) {
|
||||
int32 fadeDownTick = TIMER_TO_TICKS(198);
|
||||
if (ticks < fadeDownTick) {
|
||||
_replacementTrackStartTime = now - TICKS_TO_JIFFIES(fadeDownTick);
|
||||
ticks = fadeDownTick;
|
||||
}
|
||||
}
|
||||
|
||||
_musicTimer = TICKS_TO_TIMER(ticks);
|
||||
|
||||
// But don't let the timer exceed 278 until the Overture has ended, or
|
||||
// the music will be cut off.
|
||||
|
||||
if (isLoomOverture && pollCD() && _musicTimer >= 278)
|
||||
_musicTimer = 277;
|
||||
}
|
||||
|
||||
int SoundCD::restoreAfterLoad() {
|
||||
int trackNr = -1;
|
||||
|
||||
if (_currentCDSound) {
|
||||
if (_useReplacementAudioTracks) {
|
||||
trackNr = getReplacementAudioTrack(_currentCDSound);
|
||||
} else if (_vm->_game.platform != Common::kPlatformFMTowns) {
|
||||
int loops, start, end;
|
||||
trackNr = getCDTrackIdFromSoundId(_currentCDSound, loops, start, end);
|
||||
}
|
||||
}
|
||||
|
||||
return trackNr;
|
||||
}
|
||||
|
||||
void SoundCD::restoreCDAudioAfterLoad(AudioCDManager::Status &info) {
|
||||
// FM-Towns versions handle this in Player_Towns_v1::restoreAfterLoad().
|
||||
if (_vm->_game.platform == Common::kPlatformFMTowns)
|
||||
return;
|
||||
|
||||
int track, numLoops, start, duration;
|
||||
|
||||
// FIXME: We still have a problem if the user saves more than once during
|
||||
// the same sound, because then info.start no longer refers to the original
|
||||
// start of the sound. We can fix that for some games, but probably not
|
||||
// where it really counts, i.e. VGA Loom.
|
||||
|
||||
if (_currentCDSound) {
|
||||
int end;
|
||||
|
||||
track = getCDTrackIdFromSoundId(_currentCDSound, numLoops, start, end);
|
||||
duration = (end <= start) ? 0 : end - start;
|
||||
} else {
|
||||
track = info.track;
|
||||
numLoops = info.numLoops;
|
||||
start = info.start;
|
||||
duration = info.duration;
|
||||
}
|
||||
|
||||
// We only try to restore the position of the track if it's a non-looping
|
||||
// sound. (This is particularly important for the talkie version of Loom.)
|
||||
// For looping sounds, the timer may point beyond the end of the track.
|
||||
// And even if it's not, the next loop would start from that point, rather
|
||||
// than the beginning of the track.
|
||||
|
||||
if (numLoops == 1) {
|
||||
int musicTimer = _vm->VAR(_vm->VAR_MUSIC_TIMER);
|
||||
|
||||
if (_useReplacementAudioTracks) {
|
||||
// Special handling for Loom with replacement audio tracks. There
|
||||
// the music timer is mentioned in "ticks" (tenths of a second),
|
||||
// and the "start" field may have been modified if we're saving
|
||||
// more than once during the same track.
|
||||
start = (75 * TIMER_TO_TICKS(musicTimer)) / 10;
|
||||
} else {
|
||||
// The one game where timing really matters is probably the VGA
|
||||
// version of Loom. We move the offset forward by a little bit to
|
||||
// restore the correct sync. (At least that's what the old version
|
||||
// of this code said, and who am I to argue?)
|
||||
|
||||
start += (int)(musicTimer * 1.25);
|
||||
|
||||
if (duration)
|
||||
duration -= musicTimer;
|
||||
}
|
||||
}
|
||||
|
||||
playCDTrackInternal(track, numLoops, start, duration);
|
||||
}
|
||||
|
||||
bool SoundCD::triggerCDSound(int soundID) {
|
||||
if (_useReplacementAudioTracks) {
|
||||
// Note that music does not loop. Probably because it's likely
|
||||
// to be interrupted by sound effects before it's over anyway.
|
||||
//
|
||||
// In the FM Towns version, music does play continuously (each
|
||||
// track has two versions), probably because CD audio and sound
|
||||
// effects are played independent of each other. Personally I
|
||||
// find the game harder when the music is allowed to drown out
|
||||
// the sound effects.
|
||||
|
||||
int trackNr = getReplacementAudioTrack(soundID);
|
||||
if (trackNr != -1) {
|
||||
_currentCDSound = soundID;
|
||||
_replacementTrackStartTime = _vm->VAR(_vm->VAR_TIMER_TOTAL);
|
||||
_musicTimer = 0;
|
||||
g_system->getAudioCDManager()->play(trackNr, 1, 0, 0, true);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (_vm->_game.id == GID_LOOM && _vm->_game.platform == Common::kPlatformPCEngine) {
|
||||
if (soundID >= 13 && soundID <= 32) {
|
||||
static const char tracks[20] = {3, 4, 5, 7, 6, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 21, 19, 20, 21};
|
||||
|
||||
_currentCDSound = soundID;
|
||||
|
||||
// The original game had hard-coded lengths for all
|
||||
// tracks, but this one track is the only one (as far
|
||||
// as we know) where this actually matters. See bug
|
||||
// #4914 - LOOM-PCE: Music stops prematurely.
|
||||
|
||||
int track = tracks[soundID - 13];
|
||||
if (track == 6) {
|
||||
playCDTrack(track, 1, 0, 260);
|
||||
} else {
|
||||
playCDTrack(track, 1, 0, 0);
|
||||
}
|
||||
} else {
|
||||
if (_vm->_musicEngine) {
|
||||
_vm->_musicEngine->startSound(soundID);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
int SoundCD::getReplacementAudioTrack(int soundID) {
|
||||
int trackNr = -1;
|
||||
|
||||
if (_vm->_game.id == GID_LOOM) {
|
||||
if (_vm->_game.features & GF_DEMO) {
|
||||
// If I understand correctly, the shorter demo only
|
||||
// has the Loom intro music. The longer demo has a
|
||||
// couple of tracks that it will cycle through if
|
||||
// you leave the demo running.
|
||||
|
||||
if (isRolandLoom())
|
||||
soundID -= 10;
|
||||
|
||||
switch (soundID) {
|
||||
case 19:
|
||||
trackNr = 2;
|
||||
break;
|
||||
case 20:
|
||||
trackNr = 4;
|
||||
break;
|
||||
case 21:
|
||||
trackNr = 7;
|
||||
break;
|
||||
case 23:
|
||||
trackNr = 8;
|
||||
break;
|
||||
case 26:
|
||||
trackNr = 3;
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
if (isRolandLoom())
|
||||
soundID -= 32;
|
||||
|
||||
// The first track, the Overture, only exists as a
|
||||
// Roland track.
|
||||
if (soundID >= 24 && soundID <= 32) {
|
||||
trackNr = soundID - 23;
|
||||
} else if (soundID == 19) {
|
||||
trackNr = 10;
|
||||
} else if (soundID == 21) {
|
||||
trackNr = 11;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (trackNr != -1 && !_vm->existExtractedCDAudioFiles(trackNr))
|
||||
trackNr = -1;
|
||||
|
||||
return trackNr;
|
||||
}
|
||||
|
||||
void SoundCD::pauseCDSounds(bool pause) {
|
||||
if ((_vm->_game.features & GF_AUDIOTRACKS) && _vm->VAR_MUSIC_TIMER != 0xFF && _vm->VAR(_vm->VAR_MUSIC_TIMER) > 0) {
|
||||
if (pause)
|
||||
stopCDTimer();
|
||||
else
|
||||
startCDTimer();
|
||||
}
|
||||
}
|
||||
|
||||
} // End of namespace Scumm
|
||||
Reference in New Issue
Block a user