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2026-02-02 04:50:13 +01:00

1456 lines
42 KiB
C++

/* 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 "audio/decoders/raw.h"
#include "common/config-manager.h"
#include "dgds/dgds.h"
#include "dgds/sound/resource/sci_resource.h"
#include "dgds/sound/midiparser_sci.h"
#include "dgds/sound/music.h"
//#define DEBUG_REMAP
namespace Dgds {
SciMusic::SciMusic(bool useDigitalSFX) :
_mutex(g_system->getMixer()->mutex()),
_soundOn(true),
_masterVolume(15),
_globalReverb(0),
_useDigitalSFX(useDigitalSFX),
_needsResume(true),
_globalPause(0),
_pMidiDrv(nullptr),
_pMixer(nullptr),
_dwTempo(0),
_needsRemap(false) ,
_musicType(MusicType::MT_NULL),
_driverFirstChannel(0),
_driverLastChannel(0),
_currentlyPlayingSample(nullptr),
_timeCounter(0)
{
// Reserve some space in the playlist, to avoid expensive insertion
// operations
_playList.reserve(10);
for (int i = 0; i < 16; i++) {
_usedChannel[i] = nullptr;
_channelRemap[i] = -1;
_channelMap[i]._song = nullptr;
_channelMap[i]._channel = -1;
}
_queuedCommands.reserve(1000);
}
SciMusic::~SciMusic() {
clearPlayList();
if (_pMidiDrv) {
_pMidiDrv->close();
delete _pMidiDrv;
}
}
void SciMusic::init() {
// system init
_pMixer = g_system->getMixer();
// SCI sound init
_dwTempo = 0;
const Common::Platform platform = DgdsEngine::getInstance()->getPlatform();
//
// TODO: This list seems right for the basic versions of the DOS games.
//
// Do we ever want to support MDT_CMS? It looks like Willy Beamish
// has *some* audio for that track type, but it's not complete and not
// supported in the game's installer.
//
uint32 deviceFlags = MDT_PCSPK | MDT_ADLIB | MDT_MIDI;
uint32 dev = MidiDriver::detectDevice(deviceFlags);
_musicType = MidiDriver::getMusicType(dev);
switch (_musicType) {
case MT_ADLIB:
// FIXME: There's no Amiga sound option, so we hook it up to AdLib
if (platform == Common::kPlatformMacintosh || platform == Common::kPlatformAmiga) {
_pMidiDrv = MidiPlayer_AmigaMac1_create(platform);
} else
_pMidiDrv = MidiPlayer_AdLib_create();
break;
case MT_PCSPK:
error("TODO: Implement PC speaker driver?");
//_pMidiDrv = MidiPlayer_PCSpeaker_create();
break;
case MT_CMS:
_pMidiDrv = MidiPlayer_CMS_create();
break;
default:
_pMidiDrv = MidiPlayer_Midi_create();
}
if (_pMidiDrv && !_pMidiDrv->open()) {
_pMidiDrv->setTimerCallback(this, &miditimerCallback);
_dwTempo = _pMidiDrv->getBaseTempo();
} else {
error("Failed to initialize sound driver");
}
// Find out what the first possible channel is (used, when doing channel
// remapping).
_driverFirstChannel = _pMidiDrv->getFirstChannel();
_driverLastChannel = _pMidiDrv->getLastChannel();
_currentlyPlayingSample = nullptr;
_timeCounter = 0;
_needsRemap = false;
}
void SciMusic::miditimerCallback(void *p) {
SciMusic *sciMusic = (SciMusic *)p;
Common::StackLock lock(sciMusic->_mutex);
sciMusic->onTimer();
}
void SciMusic::onTimer() {
// sending out queued commands that were "sent" via main thread
sendMidiCommandsFromQueue();
// remap channels, if requested
if (_needsRemap)
remapChannels(false);
_needsRemap = false;
for (auto &music : _playList)
music->onTimer();
}
void SciMusic::putMidiCommandInQueue(byte status, byte firstOp, byte secondOp) {
putMidiCommandInQueue(status | ((uint32)firstOp << 8) | ((uint32)secondOp << 16));
}
void SciMusic::putMidiCommandInQueue(uint32 midi) {
_queuedCommands.push_back(MidiCommand(MidiCommand::kTypeMidiMessage, midi));
}
void SciMusic::putTrackInitCommandInQueue(MusicEntry *psnd) {
_queuedCommands.push_back(MidiCommand(MidiCommand::kTypeTrackInit, psnd));
}
void SciMusic::removeTrackInitCommandsFromQueue(MusicEntry *psnd) {
for (MidiCommandQueue::iterator i = _queuedCommands.begin(); i != _queuedCommands.end(); )
i = (i->_type == MidiCommand::kTypeTrackInit && i->_dataPtr == (void*)psnd) ? _queuedCommands.erase(i) : i + 1;
}
// This sends the stored commands from queue to driver (is supposed to get
// called only during onTimer()). At least mt32 emulation doesn't like getting
// note-on commands from main thread (if we directly send, we would get a crash
// during piano scene in lsl5).
void SciMusic::sendMidiCommandsFromQueue() {
uint curCommand = 0;
uint commandCount = _queuedCommands.size();
while (curCommand < commandCount) {
if (_queuedCommands[curCommand]._type == MidiCommand::kTypeTrackInit) {
if (_queuedCommands[curCommand]._dataPtr) {
MusicList::iterator psnd = Common::find(_playList.begin(), _playList.end(), static_cast<MusicEntry*>(_queuedCommands[curCommand]._dataPtr));
if (psnd != _playList.end() && (*psnd)->pMidiParser)
(*psnd)->pMidiParser->initTrack();
}
} else {
_pMidiDrv->send(_queuedCommands[curCommand]._dataVal);
}
curCommand++;
}
_queuedCommands.clear();
}
void SciMusic::clearPlayList() {
// we must NOT lock our mutex here. Playlist is modified inside soundKill() which will lock the mutex
// during deletion. If we lock it here, a deadlock may occur within soundStop() because that one
// calls the mixer, which will also lock the mixer mutex and if the mixer thread is active during
// that time, we will get a deadlock.
while (!_playList.empty()) {
soundStop(_playList[0]);
soundKill(_playList[0]);
}
}
void SciMusic::pauseAll(bool pause) {
bool alreadyUnpaused = (_globalPause <= 0);
if (pause)
_globalPause++;
else
_globalPause--;
bool stillUnpaused = (_globalPause <= 0);
// This check is for a specific situation (the ScummVM autosave) which will try to unpause the music,
// although it is already unpaused, and after the save it will then pause it again. We allow the
// _globalPause counter to go into the negative, so that the final outcome of both calls is a _globalPause
// counter of 0 (First: 0, then -1, then 0 again). However, the pause counters of the individual sounds
// do not support negatives. And it would be somewhat more likely to cause regressions to add that
// support than to just contain it here...
// So, for cases where the status of the _globalPause counter only changes in the range below or equal 0
// we return here. The individual sounds only need to get targeted if they ACTUALLY get paused or
// unpaused (_globalPause counter changes from 0 to 1 or from 1 to 0) or if the pause counter is
// increased above 1 (since positive counters are supported and required for the individual sounds).
if (alreadyUnpaused && stillUnpaused)
return;
for (auto &music : _playList) {
soundToggle(music, pause);
}
}
void SciMusic::resetGlobalPauseCounter() {
// This is an adjustment for our savegame loading process,
// ONLY when done from kRestoreGame().
// The enginge will call SciMusic::pauseAll() before loading.
// So the _globalPause will be increased and the individual
// sounds will be paused, too. However, the sounds will
// then be restored to the playing status that is stored in
// the savegame. The _globalPause stays, however. There may
// be no unpausing after the loading, since the playing status
// in the savegames is the correct one. So, the essence is:
// the _globalPause counter needs to go down without anything
// else happening.
// The loading from GMM has been implemented differently. It
// will remove the paused state before loading (and doesn't
// do anything unpleasant afterwards, either). So this is not
// needed there.
// I have added an assert, since it is such a special case,
// people need to know what they're doing if they call this.
// The value can be greater than 1, since the scripts may
// already have increased it, before the kRestoreGame() call
// happens.
assert(_globalPause >= 1);
_globalPause = 0;
}
void SciMusic::stopAll() {
for (auto &sound: _playList) {
soundStop(sound);
}
}
void SciMusic::stopAllSamples() {
for (auto &sound: _playList) {
if (sound->isSample) {
soundStop(sound);
}
}
}
void SciMusic::soundSetSoundOn(bool soundOnFlag) {
Common::StackLock lock(_mutex);
_soundOn = soundOnFlag;
_pMidiDrv->playSwitch(soundOnFlag);
}
uint16 SciMusic::soundGetVoices() {
Common::StackLock lock(_mutex);
return _pMidiDrv->getPolyphony();
}
MusicEntry *SciMusic::getSlot(uint32 obj) {
Common::StackLock lock(_mutex);
for (auto &sound: _playList) {
if (sound->soundObj == obj)
return sound;
}
return nullptr;
}
MusicEntry *SciMusic::getFirstSlotWithStatus(SoundStatus status) {
for (auto &sound: _playList) {
if (sound->status == status)
return sound;
}
return nullptr;
}
void SciMusic::stopMusic() {
for (auto &sound: _playList) {
if (sound->soundType == Audio::Mixer::kMusicSoundType)
soundStop(sound);
}
}
void SciMusic::pauseMusic() {
for (auto &sound: _playList) {
if (sound->soundType == Audio::Mixer::kMusicSoundType)
soundPause(sound);
}
}
void SciMusic::resumeMusic() {
for (auto &sound: _playList) {
if (sound->soundType == Audio::Mixer::kMusicSoundType)
soundResume(sound);
}
}
void SciMusic::stopSFX() {
for (auto &sound: _playList) {
if (sound->soundType == Audio::Mixer::kSFXSoundType)
soundStop(sound);
}
}
void SciMusic::setGlobalReverb(int8 reverb) {
Common::StackLock lock(_mutex);
if (reverb != 127) {
// Set global reverb normally
_globalReverb = reverb;
// Check the reverb of the active song...
for (const auto &sound: _playList) {
if (sound->status == kSoundPlaying) {
if (sound->reverb == 127) // Active song has no reverb
_pMidiDrv->setReverb(reverb); // Set the global reverb
break;
}
}
} else {
// Set reverb of the active song
for (const auto &sound: _playList) {
if (sound->status == kSoundPlaying) {
_pMidiDrv->setReverb(sound->reverb); // Set the song's reverb
break;
}
}
}
}
byte SciMusic::getCurrentReverb() {
Common::StackLock lock(_mutex);
return _pMidiDrv->getReverb();
}
// A larger priority value has higher priority. For equal priority values,
// songs that have been added later have higher priority.
static bool musicEntryCompare(const MusicEntry *l, const MusicEntry *r) {
return (l->priority > r->priority) || (l->priority == r->priority && l->time > r->time);
}
void SciMusic::sortPlayList() {
// Sort the play list in descending priority order
Common::sort(_playList.begin(), _playList.end(), musicEntryCompare);
}
void SciMusic::soundInitSnd(MusicEntry *pSnd) {
// Remove all currently mapped channels of this MusicEntry first,
// since they will no longer be valid.
for (int i = 0; i < 16; ++i) {
if (_channelMap[i]._song == pSnd) {
_channelMap[i]._song = nullptr;
_channelMap[i]._channel = -1;
}
}
SoundResource::Track *track = pSnd->soundRes->getTrackByType(_pMidiDrv->getPlayId());
// If MIDI device is selected but there is no digital track in sound
// resource try to use Adlib's digital sample if possible. Also, if the
// track couldn't be found, load the digital track, as some games depend on
// this (e.g. the Longbow demo).
if (!track || (_useDigitalSFX && track->digitalChannelNr == -1)) {
SoundResource::Track *digital = pSnd->soundRes->getDigitalTrack();
if (digital)
track = digital;
}
pSnd->time = ++_timeCounter;
if (track) {
bool playSample = (track->digitalChannelNr != -1 && (_useDigitalSFX || track->channelCount == 1));
// Play digital sample
if (playSample) {
const SciSpan<const byte> &channelData = track->channels[track->digitalChannelNr].data;
delete pSnd->pStreamAud;
byte flags = Audio::FLAG_UNSIGNED;
// Amiga SCI1 games had signed sound data
if (DgdsEngine::getInstance()->getPlatform() == Common::kPlatformAmiga)
flags = 0;
int endPart = track->digitalSampleEnd > 0 ? (track->digitalSampleSize - track->digitalSampleEnd) : 0;
const uint size = track->digitalSampleSize - track->digitalSampleStart - endPart;
pSnd->pStreamAud = Audio::makeRawStream(channelData.getUnsafeDataAt(track->digitalSampleStart),
size, track->digitalSampleRate, flags, DisposeAfterUse::NO);
assert(pSnd->pStreamAud);
delete pSnd->pLoopStream;
pSnd->pLoopStream = nullptr;
pSnd->soundType = Audio::Mixer::kSFXSoundType;
pSnd->hCurrentAud = Audio::SoundHandle();
pSnd->playBed = false;
pSnd->overridePriority = false;
pSnd->isSample = true;
} else {
// play MIDI track
Common::StackLock lock(_mutex);
//pSnd->soundType = Audio::Mixer::kMusicSoundType; // set on init for DGDS
if (pSnd->pMidiParser == nullptr) {
pSnd->pMidiParser = new MidiParser_SCI(this);
pSnd->pMidiParser->setMidiDriver(_pMidiDrv);
pSnd->pMidiParser->setTimerRate(_dwTempo);
pSnd->pMidiParser->setMasterVolume(_masterVolume);
}
pSnd->pauseCounter = 0;
for (int i = 0; i < 16; ++i) {
pSnd->_usedChannels[i] = 0xFF;
pSnd->_chan[i]._dontMap = false;
pSnd->_chan[i]._dontRemap = false;
pSnd->_chan[i]._prio = -1;
pSnd->_chan[i]._voices = -1;
pSnd->_chan[i]._mute = 0;
}
for (int i = 0; i < track->channelCount; ++i) {
// skip digital channel
if (i == track->digitalChannelNr) {
continue;
}
SoundResource::Channel &chan = track->channels[i];
assert(chan.number < ARRAYSIZE(pSnd->_chan));
pSnd->_usedChannels[i] = chan.number;
// Flag 1 is exclusive towards the other flags. When it is
// set the others won't even get evaluated. And it wouldn't
// matter, since channels flagged with 1 operate completely
// independent of the channel mapping.
// For more info on the flags see the comment in
// SoundResource::SoundResource().
pSnd->_chan[chan.number]._dontMap |= (bool)(chan.flags & 1);
// Flag 2 prevents the channel number from being remapped
// to a different free channel on the MIDI device.
// It's possible for a MIDI track to define the same channel
// multiple times with different values for dontRemap.
// This can be a problem if it is a dedicated percussion
// channel, so always err on the side of caution.
pSnd->_chan[chan.number]._dontRemap |= (bool)(chan.flags & 2);
// HACK for DGDS - don't remap rhythm channel.
if (chan.number == MIDI_RHYTHM_CHANNEL)
pSnd->_chan[chan.number]._dontRemap = true;
if (pSnd->_chan[chan.number]._prio == -1)
pSnd->_chan[chan.number]._prio = chan.prio;
if (pSnd->_chan[chan.number]._voices == -1)
pSnd->_chan[chan.number]._voices = chan.poly;
pSnd->_chan[chan.number]._mute |= ((chan.flags & 4) ? 1 : 0);
// FIXME: Most MIDI tracks use the first 10 bytes for
// fixed MIDI commands. SSCI skips those the first iteration,
// but _does_ update channel state (including volume) with
// them. Specifically, prio/voices, patch, volume, pan.
// This should probably be implemented in MidiParser_SCI::loadMusic.
//
// UPDATE: While we could change how we handle it, we DO
// read the commands into the channel data arrays when we call
// trackState(). So, I think what we do has the same result...
}
pSnd->pMidiParser->mainThreadBegin();
// loadMusic() below calls jumpToTick.
// Disable sound looping and hold before jumpToTick is called,
// otherwise the song may keep looping forever when it ends in
// jumpToTick (e.g. LSL3, when going left from room 210).
uint16 prevLoop = pSnd->loop;
int16 prevHold = pSnd->hold;
pSnd->loop = 0;
pSnd->hold = -1;
pSnd->playBed = false;
pSnd->overridePriority = false;
pSnd->pMidiParser->loadMusic(track, pSnd, 0);
pSnd->reverb = pSnd->pMidiParser->getSongReverb();
// Restore looping and hold
pSnd->loop = prevLoop;
pSnd->hold = prevHold;
pSnd->pMidiParser->mainThreadEnd();
}
}
}
void SciMusic::soundPlay(MusicEntry *pSnd, bool restoring) {
_mutex.lock();
if (DgdsEngine::getInstance()->getGameId() == GID_DRAGON && pSnd->playBed) {
// If pSnd->playBed, and version <= SCI1_EARLY, then kill
// existing sounds with playBed enabled.
uint playListCount = _playList.size();
for (uint i = 0; i < playListCount; i++) {
if (_playList[i] != pSnd && _playList[i]->playBed) {
debugC(2, kDebugLevelSound, "Automatically stopping old playBed song from soundPlay");
MusicEntry *old = _playList[i];
_mutex.unlock();
soundStop(old);
_mutex.lock();
break;
}
}
}
uint playListCount = _playList.size();
uint playListNo = playListCount;
//MusicEntry *alreadyPlaying = nullptr;
// searching if sound is already in _playList
for (uint i = 0; i < playListCount; i++) {
if (_playList[i] == pSnd)
playListNo = i;
//if ((_playList[i]->status == kSoundPlaying) && (_playList[i]->pMidiParser))
// alreadyPlaying = _playList[i];
}
if (playListNo == playListCount) { // not found
_playList.push_back(pSnd);
}
pSnd->time = ++_timeCounter;
sortPlayList();
_mutex.unlock(); // unlock to perform mixer-related calls
if (pSnd->isSample) {
if (isDigitalSamplePlaying()) {
// Another sample is already playing, we have to stop that one
// SSCI is only able to play 1 sample at a time
// In Space Quest 5 room 250 the player is able to open the air-hatch and kill himself.
// In that situation the scripts are playing 2 samples at the same time and the first sample
// is not supposed to play.
// TODO: SSCI actually calls kDoAudio(play) internally, which stops other samples from being played
// but such a change isn't trivial, because we also handle Sound resources in here, that contain samples
_pMixer->stopHandle(_currentlyPlayingSample->hCurrentAud);
warning("kDoSound: sample already playing, old resource %d, new resource %d", _currentlyPlayingSample->resourceId, pSnd->resourceId);
}
// Sierra SCI ignores volume set when playing samples via kDoSound
// At least freddy pharkas/CD has a script bug that sets volume to 0
// when playing the "score" sample
if (pSnd->loop > 1) {
pSnd->pLoopStream = new Audio::LoopingAudioStream(pSnd->pStreamAud, pSnd->loop, DisposeAfterUse::NO);
_pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
pSnd->pLoopStream, -1, _pMixer->kMaxChannelVolume, 0,
DisposeAfterUse::NO);
} else {
// Rewind in case we play the same sample multiple times
// (non-looped) like in pharkas right at the start
pSnd->pStreamAud->rewind();
_pMixer->playStream(pSnd->soundType, &pSnd->hCurrentAud,
pSnd->pStreamAud, -1, _pMixer->kMaxChannelVolume, 0,
DisposeAfterUse::NO);
}
// Remember the sample, that is now playing
_currentlyPlayingSample = pSnd;
} else {
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
// Call this before initTrack(), since several sound drivers have custom channel volumes that get set in
// initTrack() and we don't want to overwrite those with the generic values from sendInitCommands().
if (pSnd->status != kSoundPaused)
pSnd->pMidiParser->sendInitCommands();
// The track init always needs to be done. Otherwise some sounds will not be properly set up (bug #11476).
// It is also safe to do this for paused tracks, since the jumpToTick() command further down will parse through
// the song from the beginning up to the resume position and ensure that the actual current voice mapping,
// instrument and volume settings etc. are correct.
// First glance at disasm might suggest that it has to be called only once per sound. But the truth is that
// when calling the sound driver opcode for sound restoring (opcode no. 9, we don't have that) it will
// internally also call initTrack(). And it wouldn't make sense otherwise, since without that the channel setup
// from the last sound would still be active.
pSnd->pMidiParser->initTrack();
pSnd->pMidiParser->setVolume(pSnd->volume);
// Disable sound looping and hold before jumpToTick is called,
// otherwise the song may keep looping forever when it ends in jumpToTick.
// This is needed when loading saved games, or when a game
// stops the same sound twice (e.g. LSL3 Amiga, going left from
// room 210 to talk with Kalalau). Fixes bugs #5404 and #5503.
uint16 prevLoop = pSnd->loop;
int16 prevHold = pSnd->hold;
pSnd->loop = 0;
pSnd->hold = -1;
bool fastForward = (pSnd->status == kSoundPaused) || (pSnd->status == kSoundPlaying && restoring);
if (!fastForward) {
pSnd->pMidiParser->jumpToTick(0);
} else {
// Fast forward to the last position and perform associated events when loading
pSnd->pMidiParser->jumpToTick(pSnd->ticker, true, true, true);
}
// Restore looping and hold
pSnd->loop = prevLoop;
pSnd->hold = prevHold;
pSnd->pMidiParser->mainThreadEnd();
}
}
pSnd->status = kSoundPlaying;
_mutex.lock();
remapChannels();
_mutex.unlock();
}
void SciMusic::soundStop(MusicEntry *pSnd) {
SoundStatus previousStatus = pSnd->status;
pSnd->status = kSoundStopped;
if (pSnd->isSample) {
if (_currentlyPlayingSample == pSnd)
_currentlyPlayingSample = nullptr;
_pMixer->stopHandle(pSnd->hCurrentAud);
}
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
// We shouldn't call stop in case it's paused, otherwise we would send
// allNotesOff() again
if (previousStatus == kSoundPlaying)
pSnd->pMidiParser->stop();
pSnd->pMidiParser->mainThreadEnd();
remapChannels();
}
pSnd->fadeStep = 0; // end fading, if fading was in progress
}
void SciMusic::soundSetVolume(MusicEntry *pSnd, byte volume) {
assert(volume <= MUSIC_VOLUME_MAX);
if (!pSnd->isSample && pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->setVolume(volume);
pSnd->pMidiParser->mainThreadEnd();
}
}
// this is used to set volume of the sample, used for fading only!
void SciMusic::soundSetSampleVolume(MusicEntry *pSnd, byte volume) {
assert(volume <= MUSIC_VOLUME_MAX);
assert(pSnd->pStreamAud);
_pMixer->setChannelVolume(pSnd->hCurrentAud, volume * 2); // Mixer is 0-255, SCI is 0-127
}
void SciMusic::soundSetPriority(MusicEntry *pSnd, byte prio) {
Common::StackLock lock(_mutex);
pSnd->priority = prio;
pSnd->time = ++_timeCounter;
sortPlayList();
}
void SciMusic::soundKill(MusicEntry *pSnd) {
pSnd->status = kSoundStopped;
_mutex.lock();
remapChannels();
if (pSnd->pMidiParser) {
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->unloadMusic();
pSnd->pMidiParser->mainThreadEnd();
delete pSnd->pMidiParser;
pSnd->pMidiParser = nullptr;
}
_mutex.unlock();
if (pSnd->isSample) {
if (_currentlyPlayingSample == pSnd) {
// Forget about this sound, in case it was currently playing
_currentlyPlayingSample = nullptr;
}
_pMixer->stopHandle(pSnd->hCurrentAud);
delete pSnd->pStreamAud;
pSnd->pStreamAud = nullptr;
delete pSnd->pLoopStream;
pSnd->pLoopStream = nullptr;
pSnd->isSample = false;
}
_mutex.lock();
uint sz = _playList.size(), i;
// Remove sound from playlist
for (i = 0; i < sz; i++) {
if (_playList[i] == pSnd) {
delete _playList[i]->soundRes;
delete _playList[i];
_playList.remove_at(i);
break;
}
}
_mutex.unlock();
}
void SciMusic::soundPause(MusicEntry *pSnd) {
// SCI seems not to be pausing samples played back by kDoSound at all
// It only stops looping samples (actually doesn't loop them again before they are unpaused)
// Examples: Space Quest 1 death by acid drops (pause is called even specifically for the sample, see bug #5097)
// Eco Quest 1 during the intro when going to the abort-menu
// In both cases sierra sci keeps playing
// Leisure Suit Larry 1 doll scene - it seems that pausing here actually just stops
// further looping from happening
// This is a somewhat bigger change, I'm leaving in the old code in here just in case
// I'm currently pausing looped sounds directly, non-looped sounds won't get paused
if ((pSnd->pStreamAud) && (!pSnd->pLoopStream))
return;
pSnd->pauseCounter++;
if (pSnd->status != kSoundPlaying)
return;
_needsResume = true;
pSnd->status = kSoundPaused;
if (pSnd->pStreamAud) {
_pMixer->pauseHandle(pSnd->hCurrentAud, true);
} else {
if (pSnd->pMidiParser) {
Common::StackLock lock(_mutex);
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->pause();
pSnd->pMidiParser->mainThreadEnd();
remapChannels();
}
}
}
void SciMusic::soundResume(MusicEntry *pSnd) {
if (pSnd->pauseCounter > 0)
pSnd->pauseCounter--;
if (pSnd->pauseCounter != 0)
return;
if (pSnd->status != kSoundPaused || (_globalPause > 0 && !_needsResume))
return;
_needsResume = true;
if (pSnd->pStreamAud) {
_pMixer->pauseHandle(pSnd->hCurrentAud, false);
pSnd->status = kSoundPlaying;
} else {
soundPlay(pSnd, true);
}
}
void SciMusic::soundToggle(MusicEntry *pSnd, bool pause) {
if (pause)
soundPause(pSnd);
else
soundResume(pSnd);
}
uint16 SciMusic::soundGetMasterVolume() {
if (ConfMan.getBool("mute")) {
// When a game is muted, the master volume is set to zero so that
// mute applies to external MIDI devices, but this should not be
// communicated to the game as it will cause the UI to be drawn with
// the wrong (zero) volume for music
return (ConfMan.getInt("music_volume") + 1) * MUSIC_MASTERVOLUME_MAX / Audio::Mixer::kMaxMixerVolume;
}
return _masterVolume;
}
void SciMusic::soundSetMasterVolume(uint16 vol) {
_masterVolume = vol;
Common::StackLock lock(_mutex);
for (auto &sound : _playList) {
if (sound->pMidiParser)
sound->pMidiParser->setMasterVolume(vol);
}
}
/* These direct midi command sends are not needed in dgds
void SciMusic::sendMidiCommand(uint32 cmd) {
Common::StackLock lock(_mutex);
_pMidiDrv->send(cmd);
}
void SciMusic::sendMidiCommand(MusicEntry *pSnd, uint32 cmd) {
Common::StackLock lock(_mutex);
if (!pSnd->pMidiParser) {
// FPFP calls kDoSound SendMidi to mute and unmute its gameMusic2 sound
// object but some scenes set this to an audio sample. In Act 2, room
// 660 sets this to audio of restaurant customers talking. Walking up
// the hotel stairs from room 500 to 235 calls gameMusic2:mute and
// triggers this if gameMusic2 hasn't changed. Bug #10952
warning("tried to cmdSendMidi on non midi slot (%08x)", pSnd->soundObj);
return;
}
pSnd->pMidiParser->mainThreadBegin();
pSnd->pMidiParser->sendFromScriptToDriver(cmd);
pSnd->pMidiParser->mainThreadEnd();
}
*/
void SciMusic::printPlayList(Console *con) {
Common::StackLock lock(_mutex);
const char *musicStatus[] = { "Stopped", "Initialized", "Paused", "Playing" };
for (uint32 i = 0; i < _playList.size(); i++) {
MusicEntry *song = _playList[i];
debug(1, "%d: %08x (%s), resource id: %d, status: %s, %s type\n",
i, song->soundObj,
"",//g_sci->getEngineState()->_segMan->getObjectName(song->soundObj),
song->resourceId, musicStatus[song->status],
song->pMidiParser ? "MIDI" : "digital audio");
}
}
void SciMusic::printSongInfo(uint32 obj, Console *con) {
Common::StackLock lock(_mutex);
const char *musicStatus[] = { "Stopped", "Initialized", "Paused", "Playing" };
for (auto &song : _playList) {
if (song->soundObj == obj) {
debug(1, "Resource id: %d, status: %s\n", song->resourceId, musicStatus[song->status]);
debug(1, "dataInc: %d, hold: %d, loop: %d\n", song->dataInc, song->hold, song->loop);
debug(1, "signal: %d, priority: %d\n", song->signal, song->priority);
debug(1, "ticker: %d, volume: %d\n", song->ticker, song->volume);
if (song->pMidiParser) {
debug(1, "Type: MIDI\n");
if (song->soundRes) {
SoundResource::Track *track = song->soundRes->getTrackByType(_pMidiDrv->getPlayId());
if (track) {
debug(1, "Channels: %d\n", track->channelCount);
}
}
} else if (song->pStreamAud || song->pLoopStream) {
debug(1, "Type: digital audio (%s), sound active: %s\n",
song->pStreamAud ? "non looping" : "looping",
_pMixer->isSoundHandleActive(song->hCurrentAud) ? "yes" : "no");
if (song->soundRes) {
debug(1, "Sound resource information:\n");
SoundResource::Track *track = song->soundRes->getTrackByType(_pMidiDrv->getPlayId());
if (track && track->digitalChannelNr != -1) {
debug(1, "Sample size: %d, sample rate: %d, channels: %d, digital channel number: %d\n",
track->digitalSampleSize, track->digitalSampleRate, track->channelCount, track->digitalChannelNr);
}
}
}
return;
}
}
debug(1, "Song object not found in playlist");
}
MusicEntry::MusicEntry() {
soundObj = 0;
soundRes = nullptr;
resourceId = 0;
time = 0;
dataInc = 0;
ticker = 0;
signal = 0;
priority = 0;
loop = 0;
volume = MUSIC_VOLUME_DEFAULT;
hold = -1;
reverb = -1;
playBed = false;
overridePriority = false;
pauseCounter = 0;
sampleLoopCounter = 0;
fadeTo = 0;
fadeStep = 0;
fadeTicker = 0;
fadeTickerStep = 0;
fadeSetVolume = false;
fadeCompleted = false;
stopAfterFading = false;
status = kSoundStopped;
soundType = Audio::Mixer::kMusicSoundType;
pStreamAud = nullptr;
pLoopStream = nullptr;
pMidiParser = nullptr;
isSample = false;
for (int i = 0; i < 16; ++i) {
_usedChannels[i] = 0xFF;
_chan[i]._prio = 127;
_chan[i]._voices = 0;
_chan[i]._dontRemap = false;
_chan[i]._dontMap = false;
_chan[i]._mute = false;
}
}
MusicEntry::~MusicEntry() {
}
void MusicEntry::onTimer() {
if (!signal) {
if (!signalQueue.empty()) {
// no signal set, but signal in queue, set that one
signal = signalQueue[0];
signalQueue.remove_at(0);
}
}
if (status != kSoundPlaying)
return;
// Fade MIDI and digital sound effects
if (fadeStep)
doFade();
// Only process MIDI streams in this thread, not digital sound effects
if (pMidiParser) {
pMidiParser->onTimer();
ticker = (uint16)pMidiParser->getTick();
}
}
void MusicEntry::doFade() {
if (fadeTicker)
fadeTicker--;
else {
fadeTicker = fadeTickerStep;
volume += fadeStep;
if (((fadeStep > 0) && (volume >= fadeTo)) || ((fadeStep < 0) && (volume <= fadeTo))) {
volume = fadeTo;
fadeStep = 0;
fadeCompleted = true;
}
// Only process MIDI streams in this thread, not digital sound effects
if (pMidiParser) {
pMidiParser->setVolume(volume);
}
fadeSetVolume = true; // set flag so that SoundCommandParser::cmdUpdateCues will set the volume of the stream
}
}
void MusicEntry::setSignal(int newSignal) {
// Set the signal directly for newer games, otherwise the sound
// object might be deleted already later on (refer to bug #5243)
signal = newSignal;
}
void ChannelRemapping::swap(int i, int j) {
DeviceChannelUsage t1;
int t2;
bool t3;
t1 = _map[i]; _map[i] = _map[j]; _map[j] = t1;
t2 = _prio[i]; _prio[i] = _prio[j]; _prio[j] = t2;
t2 = _voices[i]; _voices[i] = _voices[j]; _voices[j] = t2;
t3 = _dontRemap[i]; _dontRemap[i] = _dontRemap[j]; _dontRemap[j] = t3;
}
void ChannelRemapping::evict(int i) {
_freeVoices += _voices[i];
_map[i]._song = nullptr;
_map[i]._channel = -1;
_prio[i] = 0;
_voices[i] = 0;
_dontRemap[i] = false;
}
void ChannelRemapping::clear() {
for (int i = 0; i < 16; ++i) {
_map[i]._song = nullptr;
_map[i]._channel = -1;
_prio[i] = 0;
_voices[i] = 0;
_dontRemap[i] = false;
}
}
ChannelRemapping& ChannelRemapping::operator=(ChannelRemapping& other) {
for (int i = 0; i < 16; ++i) {
_map[i] = other._map[i];
_prio[i] = other._prio[i];
_voices[i] = other._voices[i];
_dontRemap[i] = other._dontRemap[i];
}
_freeVoices = other._freeVoices;
return *this;
}
int ChannelRemapping::lowestPrio() const {
int max = 0;
int channel = -1;
for (int i = 0; i < 16; ++i) {
if (_prio[i] > max) {
max = _prio[i];
channel = i;
}
}
return channel;
}
void SciMusic::remapChannels(bool mainThread) {
// NB: This function should only be called with _mutex locked
// Make sure to set the mainThread argument correctly.
ChannelRemapping *map = determineChannelMap();
DeviceChannelUsage currentMap[16];
#ifdef DEBUG_REMAP
debug(1, "Remap results:");
#endif
// Save current map, and then start from an empty map
for (int i = 0; i < 16; ++i) {
currentMap[i] = _channelMap[i];
_channelMap[i]._song = nullptr;
_channelMap[i]._channel = -1;
}
// Inform MidiParsers of any unmapped channels
int songIndex = -1;
for (auto &song : _playList) {
songIndex++;
if (!song || !song->pMidiParser)
continue;
bool channelMapped[16];
#ifdef DEBUG_REMAP
bool channelUsed[16];
#endif
for (int j = 0; j < 16; ++j) {
channelMapped[j] = false;
#ifdef DEBUG_REMAP
channelUsed[j] = false;
#endif
}
for (int j = 0; j < 16; ++j) {
if (map->_map[j]._song == song) {
int channel = map->_map[j]._channel;
assert(channel >= 0 && channel <= 0x0F);
channelMapped[channel] = true;
}
#ifdef DEBUG_REMAP
if (song->_usedChannels[j] <= 0x0F)
channelUsed[song->_usedChannels[j]] = true;
#endif
}
for (int j = 0; j < 16; ++j) {
if (!channelMapped[j]) {
if (mainThread) song->pMidiParser->mainThreadBegin();
song->pMidiParser->remapChannel(j, -1);
if (mainThread) song->pMidiParser->mainThreadEnd();
#ifdef DEBUG_REMAP
if (channelUsed[j])
debug(1, " Unmapping song %d, channel %d", songIndex, j);
#endif
(void)songIndex;
}
}
}
// Now reshuffle the channels on the device.
// First, set up any dontRemap channels
for (int i = 0; i < 16; ++i) {
if (!map->_map[i]._song || !map->_map[i]._song->pMidiParser || !map->_dontRemap[i])
continue;
songIndex = -1;
for (auto &song : _playList) {
songIndex++;
if (map->_map[i]._song == song)
break;
}
_channelMap[i] = map->_map[i];
map->_map[i]._song = nullptr; // mark as done
// If this channel was not yet mapped to the device, reset it
if (currentMap[i] != _channelMap[i]) {
#ifdef DEBUG_REMAP
debug(1, " Mapping (dontRemap) song %d, channel %d to device channel %d", songIndex, _channelMap[i]._channel, i);
#endif
resetDeviceChannel(i, mainThread);
if (mainThread) _channelMap[i]._song->pMidiParser->mainThreadBegin();
_channelMap[i]._song->pMidiParser->remapChannel(_channelMap[i]._channel, i);
if (mainThread) _channelMap[i]._song->pMidiParser->mainThreadEnd();
}
}
// Next, we look for channels which were already playing.
// We keep those on the same device channel as before.
for (int i = 0; i < 16; ++i) {
if (!map->_map[i]._song)
continue;
songIndex = -1;
for (auto &song : _playList) {
songIndex++;
if (map->_map[i]._song == song)
break;
}
for (int j = 0; j < 16; ++j) {
if (map->_map[i] == currentMap[j]) {
// found it
_channelMap[j] = map->_map[i];
map->_map[i]._song = nullptr; // mark as done
#ifdef DEBUG_REMAP
debug(1, " Keeping song %d, channel %d on device channel %d", songIndex, _channelMap[j]._channel, j);
#endif
break;
}
}
}
// Then, remap the rest.
for (int i = 0; i < 16; ++i) {
if (!map->_map[i]._song || !map->_map[i]._song->pMidiParser)
continue;
songIndex = -1;
for (auto &song : _playList) {
songIndex++;
if (map->_map[i]._song == song)
break;
}
for (int j = _driverLastChannel; j >= _driverFirstChannel; --j) {
if (_channelMap[j]._song == nullptr) {
_channelMap[j] = map->_map[i];
map->_map[i]._song = nullptr;
#ifdef DEBUG_REMAP
debug(1, " Mapping song %d, channel %d to device channel %d", songIndex, _channelMap[j]._channel, j);
#endif
if (mainThread) _channelMap[j]._song->pMidiParser->mainThreadBegin();
_channelMap[j]._song->pMidiParser->remapChannel(_channelMap[j]._channel, j);
if (mainThread) _channelMap[j]._song->pMidiParser->mainThreadEnd();
break;
}
}
}
// And finally, stop any empty channels
for (int i = _driverLastChannel; i >= _driverFirstChannel; --i) {
if (!_channelMap[i]._song && currentMap[i]._song)
resetDeviceChannel(i, mainThread);
}
delete map;
}
ChannelRemapping *SciMusic::determineChannelMap() {
#ifdef DEBUG_REMAP
debug(1, "Remap: avail chans: %d-%d", _driverFirstChannel, _driverLastChannel);
#endif
ChannelRemapping *map = new ChannelRemapping;
ChannelRemapping backupMap;
map->clear();
map->_freeVoices = _pMidiDrv->getPolyphony();
if (_playList.empty())
return map;
// Set reverb, either from first song, or from global (verified with KQ5 floppy
// and LSL6 interpreters, fixes bug # 11683 ("QFG2 - Heavy reverb from city street sounds...").
int8 reverb = _playList.front()->reverb;
_pMidiDrv->setReverb(reverb == 127 ? _globalReverb : reverb);
int songIndex = -1;
for (auto &song : _playList) {
songIndex++;
if (song->status != kSoundPlaying)
continue;
// If song is digital, skip.
// CHECKME: Is this condition correct?
if (!song->pMidiParser) {
#ifdef DEBUG_REMAP
debug(1, " Song %d (%p), digital?", songIndex, (void*)song);
#endif
continue;
}
#ifdef DEBUG_REMAP
const char* name = g_sci->getEngineState()->_segMan->getObjectName(song->soundObj);
debug(1, " Song %d (%p) [%s], prio %d%s", songIndex, (void*)song, name, song->priority, song->playBed ? ", bed" : "");
#endif
// Store backup. If we fail to map this song, we will revert to this.
backupMap = *map;
bool songMapped = true;
for (int i = 0; i < 16; ++i) {
int c = song->_usedChannels[i];
if (c == 0xFF || c == 0xFE || c == 0x0F)
continue;
const MusicEntryChannel &channel = song->_chan[c];
if (channel._dontMap) {
#ifdef DEBUG_REMAP
debug(1, " Channel %d dontMap, skipping", c);
#endif
continue;
}
if (channel._mute) {
#ifdef DEBUG_REMAP
debug(1, " Channel %d muted, skipping", c);
#endif
continue;
}
bool dontRemap = channel._dontRemap || song->playBed;
#ifdef DEBUG_REMAP
debug(1, " Channel %d: prio %d, %d voice%s%s", c, channel._prio, channel._voices, channel._voices == 1 ? "" : "s", dontRemap ? ", dontRemap" : "" );
#endif
DeviceChannelUsage dc = { song, c };
// our target
int devChannel = -1;
if (dontRemap && map->_map[c]._song == nullptr) {
// unremappable channel, with channel still free
devChannel = c;
}
// try to find a free channel
if (devChannel == -1) {
for (int j = 0; j < 16; ++j) {
if (map->_map[j] == dc) {
// already mapped?! (Can this happen?)
devChannel = j;
break;
}
if (map->_map[j]._song)
continue;
if (j >= _driverFirstChannel && j <= _driverLastChannel)
devChannel = j;
}
}
int prio = channel._prio;
if (prio > 0) {
// prio > 0 means non-essential
prio = (16 - prio) + 16*songIndex;
}
if (devChannel == -1 && prio > 0) {
// no empty channel, but this isn't an essential channel,
// so we just skip it.
#ifdef DEBUG_REMAP
debug(1, " skipping non-essential");
#endif
continue;
}
// try to empty a previous channel if this is an essential channel
if (devChannel == -1) {
devChannel = map->lowestPrio();
if (devChannel != -1)
map->evict(devChannel);
}
if (devChannel == -1) {
// failed to map this song.
#ifdef DEBUG_REMAP
debug(1, " no free (or lower priority) channel found");
#endif
songMapped = false;
break;
}
if (map->_map[devChannel] == dc) {
// already mapped?! (Can this happen?)
continue;
}
int neededVoices = channel._voices;
// do we have enough free voices?
if (map->_freeVoices < neededVoices) {
// We only care for essential channels.
// Note: In early SCI1 interpreters, a song started by 'playBed'
// would not be skipped even if some channels couldn't be
// mapped due to voice limits. So, we treat all channels as
// non-essential here for playBed songs.
if (prio > 0 || (song->playBed && DgdsEngine::getInstance()->getGameId() == GID_DRAGON)) {
#ifdef DEBUG_REMAP
debug(1, " not enough voices; need %d, have %d. Skipping this channel.", neededVoices, map->_freeVoices);
#endif
continue;
}
do {
int j = map->lowestPrio();
if (j == -1) {
#ifdef DEBUG_REMAP
debug(1, " not enough voices; need %d, have %d", neededVoices, map->_freeVoices);
#endif
// failed to free enough voices.
songMapped = false;
break;
}
#ifdef DEBUG_REMAP
debug(1, " creating room for voices; evict %d", j);
#endif
map->evict(j);
} while (map->_freeVoices < neededVoices);
if (!songMapped) {
// failed to map this song.
break;
}
}
// We have a channel and enough free voices now.
#ifdef DEBUG_REMAP
debug(1, " trying to map to %d", devChannel);
#endif
map->_map[devChannel] = dc;
map->_voices[devChannel] = neededVoices;
map->_prio[devChannel] = prio;
map->_dontRemap[devChannel] = dontRemap;
map->_freeVoices -= neededVoices;
if (!dontRemap || devChannel == c) {
// If this channel fits here, we're done.
#ifdef DEBUG_REMAP
debug(1, " OK");
#endif
continue;
}
// If this channel can't be remapped, we need to move it or fail.
if (!map->_dontRemap[c]) {
// Target channel can be remapped, so just swap
map->swap(devChannel, c);
continue;
}
#ifdef DEBUG_REMAP
debug(1, " but %d is already dontRemap", c);
#endif
if (prio > 0) {
// Channel collision, but this channel is non-essential,
// so drop it.
// TODO: Maybe we should have checked this before making room?
map->evict(devChannel);
continue;
}
if (map->_prio[c] > 0) {
// Channel collision, but the other channel is non-essential,
// so we take its place.
map->evict(c);
map->swap(devChannel, c);
continue;
}
// Otherwise, we have two essential channels claiming the same
// device channel.
songMapped = false;
break;
}
if (!songMapped) {
// We failed to map this song, so unmap all its channels.
#ifdef DEBUG_REMAP
debug(1, " Failed song");
#endif
*map = backupMap;
}
}
return map;
}
bool SciMusic::isDeviceChannelMapped(int devChannel) const {
return _channelMap[devChannel]._song;
}
void SciMusic::resetDeviceChannel(int devChannel, bool mainThread) {
assert(devChannel >= 0 && devChannel <= 0x0F);
if (mainThread) {
putMidiCommandInQueue(0x0040B0 | devChannel); // sustain off
putMidiCommandInQueue(0x007BB0 | devChannel); // notes off
putMidiCommandInQueue(0x004BB0 | devChannel); // release voices
} else {
_pMidiDrv->send(0x0040B0 | devChannel); // sustain off
_pMidiDrv->send(0x007BB0 | devChannel); // notes off
_pMidiDrv->send(0x004BB0 | devChannel); // release voices
}
}
bool SciMusic::isDigitalSamplePlaying() const {
return _currentlyPlayingSample != nullptr &&
_pMixer->isSoundHandleActive(_currentlyPlayingSample->hCurrentAud);
}
} // End of namespace Dgds