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scummvm-cursorfix/engines/wintermute/base/sound/base_sound_manager.cpp
2026-02-02 04:50:13 +01:00

311 lines
8.6 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/>.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/sound/base_sound_manager.h"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/utils/path_util.h"
#include "engines/wintermute/utils/string_util.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/base_file_manager.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "engines/wintermute/base/sound/base_sound_buffer.h"
#include "engines/wintermute/wintermute.h"
#include "common/config-manager.h"
#include "audio/mixer.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
//IMPLEMENT_PERSISTENT(BaseSoundMgr, true)
//////////////////////////////////////////////////////////////////////////
BaseSoundMgr::BaseSoundMgr(BaseGame *inGame) : BaseClass(inGame) {
_soundAvailable = false;
_volumeMaster = 100;
}
//////////////////////////////////////////////////////////////////////////
BaseSoundMgr::~BaseSoundMgr() {
saveSettings();
cleanup();
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::cleanup() {
for (int32 i = 0; i < _sounds.getSize(); i++) {
delete _sounds[i];
}
_sounds.removeAll();
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
void BaseSoundMgr::saveSettings() {
if (_soundAvailable) {
ConfMan.setInt("master_volume_percent", _volumeMaster);
}
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::initialize() {
_soundAvailable = false;
if (!g_system->getMixer()->isReady()) {
return STATUS_FAILED;
}
g_engine->syncSoundSettings();
_volumeMaster = (ConfMan.hasKey("master_volume_percent") ? ConfMan.getInt("master_volume_percent") : 100);
_soundAvailable = true;
setMasterVolumePercent(_volumeMaster);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::initLoop() {
if (!_soundAvailable) {
return STATUS_OK;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
BaseSoundBuffer *BaseSoundMgr::addSound(const char *filename, TSoundType type, bool streamed, uint32 initialPrivateVolume) {
if (!_soundAvailable) {
return nullptr;
}
if (!filename || filename[0] == '\0') {
// At least one game, Bickadoodle, calls playSound with an empty filename, see #6594
BaseEngine::LOG(0, "addSound called with empty filename");
}
BaseSoundBuffer *sound;
Common::String useFilename = filename;
useFilename.toLowercase();
// try to switch WAV to OGG file (if available)
if (useFilename.hasSuffix(".wav")) {
Common::String oggFilename = useFilename;
oggFilename.erase(oggFilename.size() - 4);
oggFilename = oggFilename + ".ogg";
if (_game->_fileManager->hasFile(oggFilename)) {
useFilename = oggFilename;
}
}
sound = new BaseSoundBuffer(_game);
if (!sound) {
return nullptr;
}
sound->setStreaming(streamed);
sound->setType(type);
bool res = sound->loadFromFile(useFilename.c_str());
if (DID_FAIL(res)) {
_game->LOG(res, "Error loading sound '%s'", useFilename.c_str());
delete sound;
return nullptr;
}
// sound starts with user defined instead of 100% volume (of the global setting)
sound->setPrivateVolume(initialPrivateVolume);
// register sound
_sounds.add(sound);
return sound;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::addSound(BaseSoundBuffer *sound, TSoundType type) {
if (!sound) {
return STATUS_FAILED;
}
// register sound
_sounds.add(sound);
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::removeSound(BaseSoundBuffer *sound) {
for (int32 i = 0; i < _sounds.getSize(); i++) {
if (_sounds[i] == sound) {
delete _sounds[i];
_sounds.removeAt(i);
return STATUS_OK;
}
}
return STATUS_FAILED;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::setVolume(TSoundType type, int volume) {
if (!_soundAvailable) {
return STATUS_OK;
}
switch (type) {
case TSoundType::SOUND_SFX:
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kSFXSoundType, (volume * Audio::Mixer::kMaxChannelVolume) / 100);
ConfMan.setInt("sfx_volume", g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kSFXSoundType));
break;
case TSoundType::SOUND_SPEECH:
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kSpeechSoundType, (volume * Audio::Mixer::kMaxChannelVolume) / 100);
ConfMan.setInt("speech_volume", g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kSpeechSoundType));
break;
case TSoundType::SOUND_MUSIC:
g_system->getMixer()->setVolumeForSoundType(Audio::Mixer::kMusicSoundType, (volume * Audio::Mixer::kMaxChannelVolume) / 100);
ConfMan.setInt("music_volume", g_system->getMixer()->getVolumeForSoundType(Audio::Mixer::kMusicSoundType));
break;
default:
break;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::setVolumePercent(TSoundType type, byte percent) {
return setVolume(type, percent);
}
//////////////////////////////////////////////////////////////////////////
byte BaseSoundMgr::getVolumePercent(TSoundType type) {
int volume = 0;
switch (type) {
case TSoundType::SOUND_SFX:
volume = ConfMan.getInt("sfx_volume") * 100 / Audio::Mixer::kMaxChannelVolume;
break;
case TSoundType::SOUND_SPEECH:
volume = ConfMan.getInt("speech_volume") * 100 / Audio::Mixer::kMaxChannelVolume;
break;
case TSoundType::SOUND_MUSIC:
volume = ConfMan.getInt("music_volume") * 100 / Audio::Mixer::kMaxChannelVolume;
break;
default:
break;
}
return (byte)volume;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::setMasterVolumePercent(byte percent) {
_volumeMaster = percent;
for (int32 i = 0; i < _sounds.getSize(); i++) {
_sounds[i]->setVolume(percent);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
byte BaseSoundMgr::getMasterVolumePercent() {
return _volumeMaster;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::pauseAll(bool includingMusic) {
for (int32 i = 0; i < _sounds.getSize(); i++) {
if (_sounds[i]->isPlaying() && (_sounds[i]->_type != TSoundType::SOUND_MUSIC || includingMusic)) {
_sounds[i]->pause();
_sounds[i]->_freezePaused = true;
}
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseSoundMgr::resumeAll() {
for (int32 i = 0; i < _sounds.getSize(); i++) {
if (_sounds[i]->_freezePaused) {
_sounds[i]->resume();
_sounds[i]->_freezePaused = false;
}
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
float BaseSoundMgr::posToPan(int x, int y) {
/*
* This is tricky to do right. Scenes could be scrolling (thus bigger than rendering width)
* and even then objects that emit sound could be "outside" the scene.
*
* As a compromise, the range where panning is applied is defined from
* (-0.5 * width) .. 0 .. (+1.5 * width).
*
* Because the sound library might simply ignore values out of range, extreme
* values are truncated.
*/
float width = (float)_game->_renderer->getWidth();
float relPos = ((float)x + (0.5f * width)) / (width * 2.0f);
// saturate
if (relPos < 0.0f) {
relPos = 0.0f;
}
if (relPos > 1.0f) {
relPos = 1.0f;
}
float minPan = -1.0f;
float maxPan = 1.0f;
return minPan + relPos * (maxPan - minPan);
}
} // End of namespace Wintermute