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

213 lines
6.8 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/>.
*
* MIT License:
*
* Copyright (c) 2009 Alexei Svitkine, Eugene Sandulenko
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*
*/
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "audio/decoders/raw.h"
#include "common/config-manager.h"
#include "common/stream.h"
#include "common/system.h"
#include "wage/wage.h"
#include "wage/entities.h"
#include "wage/gui.h"
#include "wage/sound.h"
#include "wage/world.h"
namespace Wage {
static const int8 deltas[] = { 0,-49,-36,-25,-16,-9,-4,-1,0,1,4,9,16,25,36,49 };
Sound::Sound(Common::String name, Common::SeekableReadStream *data) : _name(name) {
_size = data->size() - 20;
_data = (byte *)calloc(2 * _size, 1);
debugC(1, kDebugSound, "Sound::Sound: loading sound '%s', size %d", name.c_str(), _size);
data->skip(20); // Skip header
byte value = 0x80;
for (uint i = 0; i < _size; i++) {
byte d = data->readByte();
value += deltas[d & 0xf];
_data[i * 2] = value;
value += deltas[(d >> 4) & 0xf];
_data[i * 2 + 1] = value;
}
}
Sound::~Sound() {
free(_data);
}
void WageEngine::playSound(Common::String soundName, bool blocking) {
soundName.toLowercase();
if (!_world->_sounds.contains(soundName)) {
if (!soundName.empty())
warning("playSound: Sound '%s' does not exist", soundName.c_str());
return;
}
debugC(1, kDebugSound, "WageEngine::playSound: playing sound '%s'%s", soundName.c_str(), blocking ? " blocking" : "");
Sound *s = _world->_sounds[soundName];
Audio::AudioStream *stream = Audio::makeRawStream(s->_data, 2 * s->_size, 11000, Audio::FLAG_UNSIGNED);
_mixer->playStream(Audio::Mixer::kSFXSoundType, &_soundHandle, stream,
-1, Audio::Mixer::kMaxChannelVolume, 0, DisposeAfterUse::NO);
while (_mixer->isSoundHandleActive(_soundHandle) && !_shouldQuit && blocking) {
Common::Event event;
if (_eventMan->pollEvent(event)) {
switch (event.type) {
case Common::EVENT_QUIT:
if (ConfMan.hasKey("confirm_exit") && ConfMan.getBool("confirm_exit")) {
if (!_shouldQuit) {
g_system->getEventManager()->resetQuit();
if (_gui->saveDialog()) {
_shouldQuit = true;
g_system->getEventManager()->pushEvent(event);
}
}
} else {
_shouldQuit = true;
}
break;
default:
break;
}
}
_system->updateScreen();
_system->delayMillis(10);
}
}
static void soundTimer(void *refCon) {
Scene *scene = (Scene *)refCon;
WageEngine *engine = (WageEngine *)g_engine;
if (!engine)
return;
g_system->getTimerManager()->removeTimerProc(&soundTimer);
if (engine->_world->_player->_currentScene != scene)
return;
if (engine->_soundQueue.empty() && engine->_soundToPlay.empty()) {
if (scene->_soundType == Scene::PERIODIC) {
engine->_soundToPlay = scene->_soundName; // We cannot play sound here because that goes recursively
uint32 nextRun = 60000 / scene->_soundFrequency;
g_system->getTimerManager()->installTimerProc(&soundTimer, nextRun * 1000, scene, "WageEngine::soundTimer");
debugC(1, kDebugSound, "soundTimer: enqueuing next periodic sound in %d ms (%s)", nextRun, scene->_soundName.c_str());
} else if (scene->_soundType == Scene::RANDOM) {
for (int i = 0; i < scene->_soundFrequency; i++) {
uint32 nextRun = g_system->getMillis() + engine->_rnd->getRandomNumber(60000);
engine->_soundQueue.push_back(nextRun);
debugC(1, kDebugSound, "soundTimer: enqueuing next random sound in %d ms (%s)", nextRun, scene->_soundName.c_str());
}
Common::sort(engine->_soundQueue.begin(), engine->_soundQueue.end());
int nextRun = engine->_soundQueue.front() - g_system->getMillis();
engine->_soundQueue.pop_front();
if (nextRun < 0)
nextRun = 1;
g_system->getTimerManager()->installTimerProc(&soundTimer, nextRun * 1000, scene, "WageEngine::soundTimer");
} else {
warning("updateSoundTimerForScene: Unknown sound type %d", scene->_soundType);
}
} else {
// Do not play sound if another is still playing
if (!engine->_soundToPlay.empty()) {
g_system->getTimerManager()->installTimerProc(&soundTimer, g_system->getMillis() + 100, scene, "WageEngine::soundTimer");
return;
}
int nextRun = engine->_soundQueue.front();
engine->_soundQueue.pop_front();
g_system->getTimerManager()->installTimerProc(&soundTimer, (nextRun - g_system->getMillis()) * 1000, scene, "WageEngine::soundTimer");
engine->_soundToPlay = scene->_soundName; // We cannot play sound here because that goes recursively
debugC(1, kDebugSound, "soundTimer: preparing next sound in %d ms (%s)", nextRun - g_system->getMillis(), scene->_soundName.c_str());
}
}
void WageEngine::updateSoundTimerForScene(Scene *scene, bool firstTime) {
if (_world->_player->_currentScene != scene)
return;
if (scene->_soundFrequency > 0 && !scene->_soundName.empty()) {
Common::String soundName(scene->_soundName);
soundName.toLowercase();
if (!_world->_sounds.contains(soundName)) {
warning("updateSoundTimerForScene: Sound '%s' does not exist", soundName.c_str());
return;
}
// Launch the process
soundTimer(scene);
}
}
} // End of namespace Wage