Files
scummvm-cursorfix/engines/icb/sound/fx_manager.cpp
2026-02-02 04:50:13 +01:00

313 lines
8.2 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.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 "engines/icb/sound/fx_manager.h"
#include "engines/icb/p4.h"
#include "engines/icb/res_man_pc.h"
#include "engines/icb/sound/sound_common.h"
#include "engines/icb/icb.h"
#include "engines/icb/global_objects.h"
#include "common/textconsole.h"
#include "audio/decoders/wave.h"
namespace ICB {
// externals
extern _stub stub;
bool8 noSoundEngine = FALSE8;
// Nearest integer macro
#define NEAREST_INT(X) (X) > 0.0 ? int((X) + 0.5) : int((X)-0.5)
FxManager::FxManager() {
for (int32 id = 0; id < MAX_FX; id++) {
memset(m_effects[id].name, 0, SAMPLE_NAME_LENGTH);
m_effects[id].flags = Effect::EMPTY;
m_effects[id].delay = 0;
m_effects[id].looped = 0;
m_effects[id].pitch = 0;
m_effects[id].pan = 0;
m_effects[id].volume = 0;
m_effects[id]._stream = nullptr;
}
}
FxManager::~FxManager() {
// Remove any memory resident sounds
UnregisterAll();
}
bool8 FxManager::Poll() {
if (noSoundEngine)
return TRUE8;
// Update all buffers
for (int32 id = 0; id < MAX_FX; id++) {
switch (m_effects[id].flags) {
// If it's playing check it hasn't finished
case Effect::PLAYING:
// Apply current settings
if (g_icb->_mixer->isSoundHandleActive(m_effects[id]._handle)) {
float volumeConversion = Audio::Mixer::kMaxChannelVolume / 128.0f;
g_icb->_mixer->setChannelVolume(m_effects[id]._handle, m_effects[id].volume * volumeConversion);
g_icb->_mixer->setChannelBalance(m_effects[id]._handle, m_effects[id].pan);
// FIXME correct pitch control
//uint32 frequency = (m_effects[id].pitch * g_stub->cycle_speed) / 100;
//m_effects[id].buffer->SetFrequency( frequency ) ;
//alSourcef(m_effects[id].alStream.source, AL_PITCH, 1.0f);
}
if (!g_icb->_mixer->isSoundHandleActive(m_effects[id]._handle)) {
// Finished playing so ready to go again
m_effects[id].flags = Effect::READY;
}
break;
// It's currently delayed
case Effect::DELAYED:
m_effects[id].delay--;
if (m_effects[id].delay != 0)
break;
// falls through
// It's waiting to play
case Effect::QUEUED: {
// Apply current settings
// FIXME correct pitch control
//uint32 frequency = (m_effects[id].pitch * g_stub->cycle_speed) / 100;
//m_effects[id].buffer->SetFrequency( frequency ) ;
//alSourcef(m_effects[id].alStream.source, AL_PITCH, 1.0f);
// So play it
float volumeConversion = Audio::Mixer::kMaxChannelVolume / 128.0f;
g_icb->_mixer->playStream(Audio::Mixer::kSFXSoundType, &m_effects[id]._handle,
makeLoopingAudioStream(m_effects[id]._stream, (m_effects[id].looped != 0) ? 0 : 1),
-1, m_effects[id].volume * volumeConversion, m_effects[id].pan, DisposeAfterUse::NO);
m_effects[id].flags = Effect::PLAYING;
}
break;
default:
break;
}
}
return TRUE8;
}
int32 FxManager::Register(const int32 id, const char *name, const int32 delay, uint32 byteOffsetInCluster) {
if (noSoundEngine)
return 0;
// Create the sound buffers
if (!Load(id, name, byteOffsetInCluster)) {
warning("sounds.txt: can't load \"%s\"", name);
return -1;
}
// Record the samples name so we know it is currently loaded in memory
Common::strcpy_s(m_effects[id].name, name);
// Setup the delay if there is one
m_effects[id].delay = delay;
if (delay)
m_effects[id].flags = Effect::DELAYED;
else
m_effects[id].flags = Effect::READY;
// Ok were done
return id;
}
void FxManager::Unregister(int32 id) {
if (noSoundEngine)
return;
if (g_icb->_mixer->isSoundHandleActive(m_effects[id]._handle)) {
g_icb->_mixer->stopHandle(m_effects[id]._handle);
}
delete m_effects[id]._stream;
m_effects[id]._stream = nullptr;
memset(m_effects[id].name, 0, SAMPLE_NAME_LENGTH);
m_effects[id].flags = Effect::EMPTY;
}
void FxManager::Play(int32 id) {
if (noSoundEngine)
return;
if (m_effects[id].flags == Effect::READY) {
// Queue the sound to be played
m_effects[id].flags = Effect::QUEUED;
}
}
void FxManager::SetVolume(int32 id, int32 vol) {
if (noSoundEngine)
return;
m_effects[id].volume = vol;
}
void FxManager::SetPan(int32 id, int32 pan) {
if (noSoundEngine)
return;
m_effects[id].pan = pan;
}
void FxManager::SetPitch(int32 id, int32 pitch) {
if (noSoundEngine)
return;
m_effects[id].pitch = pitch;
}
void FxManager::Stop(int32 id) {
if (noSoundEngine)
return;
if (m_effects[id].flags == Effect::PLAYING) {
// Halt playback and reset position
g_icb->_mixer->stopHandle(m_effects[id]._handle);
m_effects[id]._stream->rewind();
m_effects[id].flags = Effect::READY;
}
}
void FxManager::StopAll() {
if (noSoundEngine)
return;
for (int32 id = 0; id < MAX_FX; id++) {
if (m_effects[id].flags == Effect::PLAYING) {
// Halt playback and reset position
g_icb->_mixer->stopHandle(m_effects[id]._handle);
m_effects[id]._stream->rewind();
m_effects[id].flags = Effect::READY;
}
}
}
void FxManager::UnregisterAll() {
if (noSoundEngine)
return;
for (int32 id = 0; id < MAX_FX; id++) {
Unregister(id);
delete m_effects[id]._stream;
m_effects[id]._stream = nullptr;
}
}
int32 FxManager::GetDefaultRate(const char *name, uint32 byteOffsetInCluster) {
int32 rateToFind = 0;
int32 id;
for (id = 0; id < MAX_FX; id++) {
// Do we have this sample loaded in memory
if (strcmp(m_effects[id].name, name) == 0)
break;
}
if (id == MAX_FX)
rateToFind = GetDefaultRateByName(name, byteOffsetInCluster);
else
rateToFind = GetDefaultRateByID(id);
return rateToFind;
}
int32 FxManager::GetDefaultRateByName(const char * /*name*/, uint32 byteOffsetInCluster) {
_wavHeader header;
// Open the cluster file and seek to the start of the sample
const char *clusterName = (const char *)pxVString("g\\samples.clu");
Common::SeekableReadStream *stream = openDiskFileForBinaryStreamRead(clusterName);
if (!stream)
return 0;
stream->seek(byteOffsetInCluster, SEEK_SET);
// Read in the wave header
if (stream->read(&header, sizeof(_wavHeader)) != sizeof(_wavHeader)) {
delete stream;
return 0;
}
// Close the file
delete stream;
// Return the wavs sampling rate
return (FROM_LE_32(header.samplesPerSec));
}
bool8 FxManager::Load(int32 id, const char * /*name*/, uint32 byteOffsetInCluster) {
_wavHeader header;
uint32 length;
int32 lengthInCycles;
// Open the cluster file and seek to the start of the sample
const char *clusterName = (const char *)pxVString("g\\samples.clu");
Common::SeekableReadStream *stream = openDiskFileForBinaryStreamRead(clusterName);
if (!stream)
return FALSE8;
stream->seek(byteOffsetInCluster, SEEK_SET);
if (openWav(stream, header, length, byteOffsetInCluster, lengthInCycles) != TRUE8) {
delete stream;
return FALSE8;
}
// Straighten out the block align. (someties it's per second and sometime per sample)
if (FROM_LE_16(header.blockAlign) > 16)
header.blockAlign = TO_LE_16((uint16)(FROM_LE_16(header.channels) * FROM_LE_16(header.bitsPerSample) / 8));
// Store buffer sampling rate for easy access later
m_effects[id].rate = FROM_LE_32(header.samplesPerSec);
m_effects[id]._stream = Audio::makeWAVStream(stream, DisposeAfterUse::YES);
if (m_effects[id].rate != 0)
m_effects[id].length = 500 * length / m_effects[id].rate;
else
m_effects[id].length = 0;
return TRUE8;
}
} // End of namespace ICB