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355
engines/titanic/sound/music_room_instrument.cpp
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355
engines/titanic/sound/music_room_instrument.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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* 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 "titanic/sound/music_room_instrument.h"
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#include "titanic/sound/sound_manager.h"
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#include "titanic/core/project_item.h"
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#include "titanic/core/game_object.h"
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namespace Titanic {
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bool CMusicRoomInstrument::_pianoToggle;
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int CMusicRoomInstrument::_pianoCtr;
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int CMusicRoomInstrument::_bassCtr;
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byte *CMusicRoomInstrument::_buffer;
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double *CMusicRoomInstrument::_array;
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int CMusicRoomInstrument::_arrayIndex;
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void CMusicRoomInstrument::init() {
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_pianoToggle = false;
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_pianoCtr = 0;
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_bassCtr = 0;
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_buffer = nullptr;
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_array = nullptr;
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_arrayIndex = 0;
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}
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void CMusicRoomInstrument::deinit() {
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delete[] _buffer;
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delete[] _array;
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_buffer = nullptr;
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}
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CMusicRoomInstrument::CMusicRoomInstrument(CProjectItem *project, CSoundManager *soundManager, MusicWaveInstrument instrument) :
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_project(project), _soundManager(soundManager), _instrument(instrument) {
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Common::fill(&_gameObjects[0], &_gameObjects[4], (CGameObject *)nullptr);
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_insStartTime = 0.0;
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_waveIndex = -1;
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_readPos = 0;
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_readIncrement = 0;
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_size = 0;
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_count = 0;
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_field4C = 0;
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switch (instrument) {
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case MV_PIANO:
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_gameObjects[0] = static_cast<CGameObject *>(_project->findByName("Piano Man"));
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_gameObjects[1] = static_cast<CGameObject *>(_project->findByName("Piano Mouth"));
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_gameObjects[2] = static_cast<CGameObject *>(_project->findByName("Piano Left Arm"));
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_gameObjects[3] = static_cast<CGameObject *>(_project->findByName("Piano Right Arm"));
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_insStartTime = 0.45;
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break;
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case MV_BASS:
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_gameObjects[0] = static_cast<CGameObject *>(_project->findByName("Bass Player"));
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break;
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case MV_BELLS:
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_gameObjects[0] = static_cast<CGameObject *>(_project->findByName("Tubular Bells"));
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_insStartTime = 0.4;
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break;
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case MV_SNAKE:
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_gameObjects[0] = static_cast<CGameObject *>(_project->findByName("Snake_Hammer"));
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_gameObjects[1] = static_cast<CGameObject *>(_project->findByName("Snake_Glass"));
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_gameObjects[2] = static_cast<CGameObject *>(_project->findByName("Snake_Head"));
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_insStartTime = 0.17;
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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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void CMusicRoomInstrument::setFilesCount(uint count) {
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assert(_items.empty());
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_items.resize(count);
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}
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void CMusicRoomInstrument::load(int index, const CString &filename, int v3) {
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assert(!_items[index]._waveFile);
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_items[index]._waveFile = createWaveFile(filename);
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_items[index]._value = v3;
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}
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CWaveFile *CMusicRoomInstrument::createWaveFile(const CString &name) {
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if (name.empty())
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return nullptr;
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return _soundManager->loadSound(name);
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}
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void CMusicRoomInstrument::start() {
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if (_gameObjects[0]) {
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switch (_instrument) {
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case MV_PIANO:
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_gameObjects[0]->playMovie(0, 29, MOVIE_STOP_PREVIOUS);
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_gameObjects[2]->loadFrame(14);
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_gameObjects[3]->loadFrame(22);
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break;
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case MV_BELLS:
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_gameObjects[0]->loadFrame(0);
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_gameObjects[0]->movieSetPlaying(true);
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break;
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case MV_SNAKE:
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_field4C = 22;
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_gameObjects[1]->playMovie(0, 22, 0);
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_gameObjects[2]->playMovie(0, 35, MOVIE_STOP_PREVIOUS);
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_gameObjects[0]->playMovie(0, 1, MOVIE_STOP_PREVIOUS);
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_gameObjects[0]->playMovie(0, 1, 0);
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_gameObjects[0]->playMovie(0, 1, 0);
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_gameObjects[0]->playMovie(0, 1, 0);
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_gameObjects[0]->playMovie(0, 1, 0);
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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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}
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void CMusicRoomInstrument::stop() {
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if (_gameObjects[0]) {
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switch (_instrument) {
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case MV_PIANO:
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_gameObjects[1]->setVisible(false);
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_gameObjects[2]->setVisible(false);
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_gameObjects[3]->setVisible(false);
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_gameObjects[0]->playMovie(29, 58, MOVIE_STOP_PREVIOUS);
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break;
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case MV_BELLS:
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_gameObjects[0]->stopMovie();
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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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}
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void CMusicRoomInstrument::update(int val) {
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if (_gameObjects[0]) {
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switch (_instrument) {
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case MV_PIANO:
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_gameObjects[1]->setVisible(true);
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_gameObjects[2]->setVisible(true);
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_gameObjects[3]->setVisible(true);
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_gameObjects[_pianoToggle ? 3 : 2]->playMovie(MOVIE_STOP_PREVIOUS);
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_pianoToggle = !_pianoToggle;
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switch (_pianoCtr) {
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case 0:
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_gameObjects[1]->playMovie(0, 4, MOVIE_STOP_PREVIOUS);
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break;
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case 1:
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_gameObjects[1]->playMovie(4, 8, MOVIE_STOP_PREVIOUS);
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break;
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case 2:
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_gameObjects[1]->playMovie(8, 12, MOVIE_STOP_PREVIOUS);
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break;
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case 3:
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_gameObjects[1]->playMovie(12, 16, MOVIE_STOP_PREVIOUS);
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break;
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default:
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break;
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}
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_pianoCtr = (_pianoCtr + 1) % 4;
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break;
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case MV_BASS:
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switch (_bassCtr) {
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case 0:
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_gameObjects[0]->playMovie(0, 7, MOVIE_STOP_PREVIOUS);
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break;
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case 1:
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_gameObjects[0]->playMovie(7, 14, MOVIE_STOP_PREVIOUS);
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break;
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case 2:
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_gameObjects[0]->playMovie(15, 24, MOVIE_STOP_PREVIOUS);
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break;
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case 3:
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_gameObjects[0]->playMovie(25, 33, MOVIE_STOP_PREVIOUS);
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break;
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default:
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break;
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}
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// WORKAROUND: Original didn't change the selected bass animation
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_bassCtr = (_bassCtr + 1) % 4;
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break;
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case MV_BELLS:
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switch (val) {
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case 60:
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_gameObjects[0]->playMovie(0, 512, MOVIE_STOP_PREVIOUS);
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_gameObjects[0]->movieSetPlaying(true);
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_insStartTime = 0.6;
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break;
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case 62:
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_gameObjects[0]->playMovie(828, 1023, MOVIE_STOP_PREVIOUS);
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_insStartTime = 0.3;
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break;
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case 63:
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_gameObjects[0]->playMovie(1024, 1085, MOVIE_STOP_PREVIOUS);
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break;
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default:
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break;
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}
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break;
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case MV_SNAKE: {
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_gameObjects[0]->playMovie(0, 7, MOVIE_STOP_PREVIOUS);
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double tempVal = 46.0 - ((double)(val - 14) * 1.43);
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int frameNum = _field4C;
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int frameNum1 = (int)((tempVal - frameNum) * 0.25);
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_gameObjects[1]->playMovie(frameNum1, frameNum1, MOVIE_STOP_PREVIOUS);
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frameNum += frameNum1;
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_gameObjects[1]->playMovie(frameNum, frameNum, 0);
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frameNum += frameNum1;
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_gameObjects[1]->playMovie(frameNum, frameNum, 0);
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_gameObjects[2]->playMovie(45, 49, MOVIE_STOP_PREVIOUS);
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break;
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}
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default:
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break;
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}
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}
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}
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void CMusicRoomInstrument::clear() {
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_waveIndex = 0;
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_readPos = 0;
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_readIncrement = 0;
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_size = 0;
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_count = 0;
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}
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void CMusicRoomInstrument::reset(uint total) {
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_waveIndex = -1;
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_readPos = 0;
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_readIncrement = 0;
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_size = total;
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_count = 0;
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}
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int CMusicRoomInstrument::read(int16 *ptr, uint size) {
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if (!_size)
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return 0;
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if (size >= _size)
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size = _size;
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if (_waveIndex != -1) {
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// Lock the specified wave file for access
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const int16 *data = _items[_waveIndex]._waveFile->lock();
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assert(data);
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const int16 *src = data;
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// Loop through merging data from the wave file into the dest buffer
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for (uint idx = 0; idx < (size / sizeof(int16)); ++idx, _readPos += _readIncrement) {
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uint srcPos = _readPos >> 8;
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if (srcPos >= _count)
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break;
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int16 val = READ_LE_UINT16(src + srcPos);
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*ptr++ += val;
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}
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// Unlock the wave file
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_items[_waveIndex]._waveFile->unlock(data);
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}
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_size -= size;
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return size;
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}
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void CMusicRoomInstrument::chooseWaveFile(int index, int size) {
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if (!_array)
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setupArray(-36, 36);
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int minDiff = ABS(_items[0]._value - index);
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int waveIndex = 0;
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for (uint idx = 1; idx < _items.size(); ++idx) {
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int diff = ABS(_items[idx]._value - index);
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if (diff < minDiff) {
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minDiff = diff;
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waveIndex = idx;
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}
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}
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const CInstrumentWaveFile &wf = _items[waveIndex];
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int arrIndex = _arrayIndex - wf._value + index;
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uint waveSize = wf._waveFile->size();
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_waveIndex = waveIndex;
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_readPos = 0;
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_readIncrement = (int)(_array[arrIndex] * 256);
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_size = size;
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_count = waveSize / 2;
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}
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void CMusicRoomInstrument::setupArray(int minVal, int maxVal) {
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// Delete any prior array and recreate it
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delete[] _array;
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int arrSize = maxVal - minVal + 1;
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_array = new double[arrSize];
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_arrayIndex = ABS(minVal);
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// Setup array contents
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_array[_arrayIndex] = 1.0;
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double val = 1.0594634;
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for (int idx = 1; idx <= maxVal; ++idx) {
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_array[_arrayIndex + idx] = val;
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val *= 1.0594634;
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}
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val = 0.94387404038686;
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for (int idx = -1; idx >= minVal; --idx) {
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_array[_arrayIndex + idx] = val;
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val *= 0.94387404038686;
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}
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}
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} // End of namespace Titanic
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