/* 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 . * */ #include "bladerunner/audio_player.h" #include "bladerunner/archive.h" #include "bladerunner/aud_stream.h" #include "bladerunner/audio_cache.h" #include "bladerunner/audio_mixer.h" #include "bladerunner/bladerunner.h" #include "common/debug.h" #include "common/stream.h" #include "common/random.h" namespace Common { class MemoryReadStream; } namespace BladeRunner { AudioPlayer::AudioPlayer(BladeRunnerEngine *vm) { _vm = vm; for (int i = 0; i != kTracks; ++i) { _tracks[i].priority = 0; _tracks[i].isActive = false; _tracks[i].channel = -1; _tracks[i].stream = nullptr; } // _sfxVolumeFactorOriginalEngine here sets a percentage to be applied on the audio tracks' volume // before sending them to the audio player. // This is how the original engine set the volume via the in-game KIA volume slider controls. // Setting _sfxVolumeFactorOriginalEngine to 100, for the purposes ScummVM engine, renders it indifferent, // so sound volume can be controlled by ScummVM's Global Main Menu / ConfMan/ syncSoundSettings(). _sfxVolumeFactorOriginalEngine = BLADERUNNER_ORIGINAL_SETTINGS ? 65 : 100; } AudioPlayer::~AudioPlayer() { stopAll(); } void AudioPlayer::stopAll() { for (int i = 0; i != kTracks; ++i) { stop(i, true); } for (int i = 0; i != kTracks; ++i) { while (isActive(i)) { // wait for all tracks to finish } } } // This method sets the target volume (as a percent) for the track // and the time (delaySeconds) to reach that target in. // volume (and actualVolume) should be in [0, 100] void AudioPlayer::adjustVolume(int track, int volume, uint32 delaySeconds, bool explicitVolumeAdjustment) { if (track < 0 || track >= kTracks || !_tracks[track].isActive || _tracks[track].channel == -1) { return; } int actualVolume = volume; if (explicitVolumeAdjustment) { actualVolume = (actualVolume * _sfxVolumeFactorOriginalEngine) / 100; } _tracks[track].volume = actualVolume; _vm->_audioMixer->adjustVolume(_tracks[track].channel, actualVolume, 60u * delaySeconds); } // This method sets the target pan (as a percent) for the track // and the time (delaySeconds) to reach that target in. // pan should be in [-100, 100] void AudioPlayer::adjustPan(int track, int pan, uint32 delaySeconds) { if (track < 0 || track >= kTracks || !_tracks[track].isActive || _tracks[track].channel == -1) { return; } _tracks[track].pan = pan; _vm->_audioMixer->adjustPan(_tracks[track].channel, pan, 60u * delaySeconds); } #if BLADERUNNER_ORIGINAL_SETTINGS // We no longer set the _sfxVolumeFactorOriginalEngine via a public method. // For the ScummVM Engine's purposes it is set in AudioPlayer::AudioPlayer() constructor and keeps its value constant. void AudioPlayer::setVolume(int volume) { _sfxVolumeFactorOriginalEngine = volume; } int AudioPlayer::getVolume() const { return _sfxVolumeFactorOriginalEngine; } #endif // BLADERUNNER_ORIGINAL_SETTINGS void AudioPlayer::playSample() { Common::String name; switch (_vm->_rnd.getRandomNumber(3)) { case 0: name = "gunmiss1.aud"; break; case 1: name = "gunmiss2.aud"; break; case 2: name = "gunmiss3.aud"; break; default: name = "gunmiss4.aud"; break; } // Sample plays with priority 100 (max) playAud(name, 100, 0, 0, 100, 0); } void AudioPlayer::remove(int channel) { Common::StackLock lock(_mutex); for (int i = 0; i != kTracks; ++i) { if (_tracks[i].channel == channel) { _tracks[i].isActive = false; _tracks[i].priority = 0; _tracks[i].channel = -1; _tracks[i].stream = nullptr; break; } } } void AudioPlayer::mixerChannelEnded(int channel, void *data) { AudioPlayer *audioPlayer = (AudioPlayer *)data; audioPlayer->remove(channel); } // This method plays an audio file, at volume "volume" (as a percent, set immediately, no fade-in), // with audio balance starting at panStart (as a signed percent) and ending at panEnd. // The balance shifting happens throughout the duration of the audio track. // volume (and actualVolume) should be in [0, 100] // panStart and panEnd should be in [-100, 100] // priority should be in [0, 100] // The higher the priority, the more likely it is that this track will replace another active one // (with the lowest priority), if no available track slots exists. // Returns the index of the track slot assigned (for _tracks array) or -1 otherwise (gave up) // The code here is very similar to AudioMixer::play() // Note that this method calls AudioMixer::play() which also uses the priority value to assign a channel to the track. // If that fails, the new track is dropped (gave up). // TODO Maybe explain why we need this two step priority check (for track slot and then channel slot) int AudioPlayer::playAud(const Common::String &name, int volume, int panStart, int panEnd, int priority, byte flags, Audio::Mixer::SoundType type) { debugC(6, kDebugSound, "AudioPlayer::playAud name:%s v:%d pS:%d pE:%d pr:%d type:%d", name.c_str(), volume, panStart, panEnd, priority, (int)type); // Find first available track or, alternatively, the lowest priority playing track int trackSlotToAssign = -1; int lowestPriority = 1000000; // TODO wouldn't a lower value work as well? eg. 1000? Original uses 100 but code is a bit different int lowestPriorityTrackSlot = -1; // Find an available track slot for (int i = 0; i != kTracks; ++i) { if (!isActive(i)) { //debug("Assigned track %i to %s", i, name.c_str()); trackSlotToAssign = i; break; } if (lowestPriorityTrackSlot == -1 || _tracks[i].priority < lowestPriority) { lowestPriority = _tracks[i].priority; lowestPriorityTrackSlot = i; } } // If there's still no available track slot if (trackSlotToAssign == -1) { // Give up if the lowest priority track still has greater priority (lowestPriority). #if BLADERUNNER_ORIGINAL_BUGS // NOTE If the new priority is *equal* to the existing lowestPriority, // then the new audio would still not replace the old one. if (priority <= lowestPriority) { return -1; } #else // NOTE If the new priority is *equal* to the existing lowestPriority, // then the new audio will replace the old one. if (priority < lowestPriority) { //debug("No available track for %s %d - giving up", name.c_str(), priority); return -1; } #endif // Otherwise, stop the lowest priority track, and assign the slot to the new one. //debug("Stop lowest priority track (with lower prio: %d %d), for %s %d!", lowestPriorityTrackSlot, lowestPriority, name.c_str(), priority); stop(lowestPriorityTrackSlot, true); trackSlotToAssign = lowestPriorityTrackSlot; } // Load audio resource and store in cache. Playback will happen directly from there. int32 hash = MIXArchive::getHash(name); if (!_vm->_audioCache->findByHash(hash)) { Common::SeekableReadStream *r = _vm->getResourceStream(_vm->_enhancedEdition ? ("audio/" + name) : name); if (!r) { //debug("Could not get stream for %s %d - giving up", name.c_str(), priority); return -1; } int32 size = r->size(); while (!_vm->_audioCache->canAllocate(size)) { if (!_vm->_audioCache->dropOldest()) { delete r; //debug("No available mem in cache for %s %d - giving up", name.c_str(), priority); return -1; } } _vm->_audioCache->storeByHash(hash, r); delete r; } AudStream *audioStream = new AudStream(_vm->_audioCache, hash); int actualVolume = volume; if (!(flags & kAudioPlayerOverrideVolume)) { actualVolume = (actualVolume * _sfxVolumeFactorOriginalEngine) / 100; } int channel = _vm->_audioMixer->play(type, audioStream, priority, flags & kAudioPlayerLoop, actualVolume, panStart, mixerChannelEnded, this, audioStream->getLength()); if (channel == -1) { delete audioStream; //debug("No available channel for %s %d - giving up", name.c_str(), priority); return -1; } if (panStart != panEnd) { _vm->_audioMixer->adjustPan(channel, panEnd, (60u * audioStream->getLength()) / 1000u); } _tracks[trackSlotToAssign].isActive = true; _tracks[trackSlotToAssign].channel = channel; _tracks[trackSlotToAssign].priority = priority; _tracks[trackSlotToAssign].volume = actualVolume; _tracks[trackSlotToAssign].stream = audioStream; return trackSlotToAssign; } bool AudioPlayer::isActive(int track) const { Common::StackLock lock(_mutex); if (track < 0 || track >= kTracks) { return false; } return _tracks[track].isActive; } /** * Return the track's length in milliseconds */ uint32 AudioPlayer::getLength(int track) const { Common::StackLock lock(_mutex); if (track < 0 || track >= kTracks) { return 0; } return _tracks[track].stream->getLength(); } void AudioPlayer::stop(int track, bool immediately) { if (isActive(track)) { // If parameter "immediately" is not set, // the delay for audio stop is 1 second (multiplied by 60u as expected by AudioMixer::stop()) _vm->_audioMixer->stop(_tracks[track].channel, immediately ? 0u : 60u); } } } // End of namespace BladeRunner