190 lines
5.5 KiB
C++
190 lines
5.5 KiB
C++
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* $URL$
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* $Id$
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*
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*/
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/*
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* This code is based on original Hugo Trilogy source code
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*
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* Copyright (c) 1989-1995 David P. Gray
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*
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*/
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/* sound.c - sound effects and music support */
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#include "common/system.h"
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#include "sound/decoders/raw.h"
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#include "sound/audiostream.h"
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#include "hugo/hugo.h"
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#include "hugo/game.h"
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#include "hugo/file.h"
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#include "hugo/sound.h"
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namespace Hugo {
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uint16 SeqID; // Device id of (MIDI) sequencer
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uint16 SeqVolID; // Low level id to set midi volume
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uint16 WavID = 0; // Device id of waveaudio
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//HWAVEOUT hwav; // Handle of waveaudio
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//LPWAVEHDR lphdr; // WaveOut structure ptr
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SoundHandler::SoundHandler(HugoEngine &vm) : _vm(vm) {
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}
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void SoundHandler::setMusicVolume() {
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/* Set the FM music volume from config.mvolume (0..100%) */
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warning("STUB: setMusicVolume()");
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// uint32 dwVolume;
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//
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// if (config.music) {
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// dwVolume = config.mvolume * 0xffffL / 100; // Convert % to 0..0xffff
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// dwVolume |= dwVolume << 16; // Set volume in both stereo words
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// midiOutSetVolume(SeqVolID, dwVolume);
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// }
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}
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void SoundHandler::stopSound() {
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/* Stop any sound that might be playing */
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warning("STUB: stopSound()");
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// waveOutReset(hwav);
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// waveOutUnprepareHeader(hwav, lphdr, sizeof(WAVEHDR));
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}
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void SoundHandler::stopMusic() {
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/* Stop any tune that might be playing */
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warning("STUB: stopMusic()");
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//mciSendCommand(SeqID, MCI_CLOSE, MCI_WAIT, 0);
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}
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void SoundHandler::toggleMusic() {
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// Turn music on and off
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if (_config.musicFl)
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stopMusic();
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_config.musicFl = !_config.musicFl;
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initSound(RESET);
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}
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void SoundHandler::toggleSound() {
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// Turn digitized sound on and off
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_config.soundFl = !_config.soundFl;
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initSound(RESET);
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}
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void SoundHandler::playMIDI(sound_pt seq_p, uint16 size) {
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// Write supplied midi data to a temp file for MCI interface
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// If seq_p is NULL, delete temp file
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warning("STUB: playMIDI()");
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}
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void SoundHandler::playMusic(int16 tune) {
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/* Read a tune sequence from the sound database and start playing it */
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sound_pt seqPtr; // Sequence data from file
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uint16 size; // Size of sequence data
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if (_config.musicFl) {
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_vm.getGameStatus().song = tune;
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seqPtr = _vm.file().getSound(tune, &size);
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playMIDI(seqPtr, size);
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}
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}
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void SoundHandler::playSound(int16 sound, stereo_t channel, byte priority) {
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/* Produce various sound effects on supplied stereo channel(s) */
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/* Override currently playing sound only if lower or same priority */
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// uint32 dwVolume; // Left, right volume of sound
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sound_pt sound_p; // Sound data
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uint16 size; // Size of data
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static byte curPriority = 0; // Priority of currently playing sound
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//
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/* Sound disabled */
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if (!_config.soundFl || !_vm._mixer->isReady())
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return;
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//
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// // See if last wave still playing - if so, check priority
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// if (waveOutUnprepareHeader(hwav, lphdr, sizeof(WAVEHDR)) == WAVERR_STILLPLAYING)
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// if (priority < curPriority) // Don't override unless priority >= current
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// return;
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// else
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// Stop_sound();
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curPriority = priority;
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//
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/* Get sound data */
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if ((sound_p = _vm.file().getSound(sound, &size)) == NULL)
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return;
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Audio::AudioStream *stream = Audio::makeRawStream(sound_p, size, 11025, Audio::FLAG_UNSIGNED);
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_vm._mixer->playStream(Audio::Mixer::kSpeechSoundType, &_soundHandle, stream);
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}
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void SoundHandler::initSound(inst_t action) {
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/* Initialize for MCI sound and midi */
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warning("STUB: initSound()");
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}
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void SoundHandler::pauseSound(bool activeFl, int hTask) {
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// Pause and restore music, sound on losing activity to hTask
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// Don't stop music if we are parent of new task, i.e. WinHelp()
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// or config.music_bkg is TRUE.
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//TODO: Is 'hTask' still useful ?
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static bool firstFl = true;
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static bool musicFl, soundFl;
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if (firstFl) {
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firstFl = false;
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musicFl = _config.musicFl;
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soundFl = _config.soundFl;
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}
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// Kill or restore music, sound
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if (activeFl) { // Remember states, reset WinHelp flag
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_config.musicFl = musicFl;
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_config.soundFl = soundFl;
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_vm.getGameStatus().helpFl = false;
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} else { // Store states and disable
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musicFl = _config.musicFl;
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soundFl = _config.soundFl;
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// Don't disable music during WinHelp() or config.music_bkg
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if (!_vm.getGameStatus().helpFl && !_config.backgroundMusicFl) {
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_config.musicFl = false;
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_config.soundFl = false;
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}
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}
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initSound(RESET);
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}
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} // end of namespace Hugo
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