scummvm/sword2/driver/d_sound.cpp

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/* Copyright (C) 1994-2003 Revolution Software Ltd
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*/
//=============================================================================
//
// Filename : d_sound.c
// Created : 3rd December 1996
// By : P.R.Porter
//
// Summary : This module holds the driver interface to direct sound.
//
// Functions
// ---------
//
// --------------------------------------------------------------------------
//
// int32 PlayCompSpeech(const char *filename, uint32 id, uint8 vol, int8 pan)
//
// This function loads, decompresses and plays the wav 'id' from the cluster
// 'filename'. An error occurs if speech is already playing, or directSound
// comes accross problems. 'volume' can be from 0 to 16. 'pan' can be from
// -16 (full left) to 16 (full right).
// id is the text line id used to reference the speech within the speech
// cluster.
//
// --------------------------------------------------------------------------
//
// int32 StopSpeechSword2(void)
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//
// Stops the speech from playing.
//
// --------------------------------------------------------------------------
//
// int32 GetSpeechStatus(void)
//
// Returns either RDSE_SAMPLEPLAYING or RDSE_SAMPLEFINISHED
//
// --------------------------------------------------------------------------
//
// int32 AmISpeaking(void)
//
// Returns either RDSE_QUIET or RDSE_SPEAKING
//
// --------------------------------------------------------------------------
//
// int32 PauseSpeech(void)
//
// Stops the speech dead in it's tracks.
//
// --------------------------------------------------------------------------
//
// int32 UnpauseSpeech(void)
//
// Re-starts the speech from where it was stopped.
//
// --------------------------------------------------------------------------
//
// int32 OpenFx(int32 id, uint8 *data)
//
// This function opens a sound effect ready for playing. A unique id should
// be passed in so that each effect can be referenced individually.
//
// WARNING: Zero is not a valid ID.
//
// --------------------------------------------------------------------------
//
// int32 PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type)
//
// This function plays a sound effect. If the effect has already been opened
// then *data should be NULL, and the sound effect will simply be obtained
// from the id passed in. If the effect has not been opened, then the wav
// data should be passed in data. The sound effect will be closed when it
// has finished playing.
//
// The volume can be between 0 (minimum) and 16 (maximum). The pan defines
// the left/right balance of the sample. -16 is full left, and 16 is full
// right with 0 in the middle. The sample type can be either RDSE_FXSPOT, or
// RDSE_FXLOOP.
//
// WARNING: Zero is not a valid ID
//
// --------------------------------------------------------------------------
//
// int32 CloseFx(int32 id)
//
// This function closes a sound effect which has been previously opened for
// playing. Sound effects must be closed when they are finished with,
// otherwise you will run out of sound effect buffers.
//
// --------------------------------------------------------------------------
//
// int32 ClearAllFx(void)
//
// This function clears all of the sound effects which are currently open or
// playing, irrespective of type.
//
// --------------------------------------------------------------------------
//
// int32 StreamCompMusic(uint8 *filename, uint32 id, int32 loopFlag)
//
// Streams music 'id' from the cluster file 'filename'. The loopFlag should
// be set to RDSE_FXLOOP if the music is to loop back to the start.
// Otherwise, it should be RDSE_FXSPOT.
// The return value must be checked for any problems.
//
// --------------------------------------------------------------------------
//
// void StopMusic(void)
//
// Fades out and stops the music.
//
// --------------------------------------------------------------------------
//
// int32 PauseMusic(void)
//
// Stops the music dead in it's tracks.
//
// --------------------------------------------------------------------------
//
// int32 UnpauseMusic(void)
//
// Re-starts the music from where it was stopped.
//
// ---------------------------------------------------------------------------
//
// int32 MusicTimeRemaining(void)
//
// Returns the time left for the current tune.
//
// ----------------------------------------------------------------------------
//
// int32 ReverseStereo(void)
//
// This function reverse the pan table, thus reversing the stereo.
//
//=============================================================================
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#include "stdafx.h"
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#include "driver96.h"
#include "rdwin.h" // for hwnd.
#include "d_sound.h"
#include "../sword2.h"
#include "common/timer.h"
#include "sound/mixer.h"
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// Decompression macros
#define MakeCompressedByte(shift, sign, amplitude) (((shift) << 4) + ((sign) << 3) + (amplitude))
#define GetCompressedShift(byte) ((byte) >> 4)
#define GetCompressedSign(byte) (((byte) >> 3) & 1)
#define GetCompressedAmplitude(byte) ((byte) & 7)
#define GetdAPower(dA, power) for (power = 15; power > 0 && !((dA) & (1 << power)); power--)
int32 panTable[33] = {
-127, -119, -111, -103, -95, -87, -79, -71, -63, -55, -47, -39, -31, -23, -15, -7,
0,
7, 15, 23, 31, 39, 47, 55, 63, 71, 79, 87, 95, 103, 111, 119, 127
};
/*
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int32 panTable[33] = {
-10000,
-1500, -1400, -1300, -1200,
-1100, -1000, -900, -800,
-700, -600, -500, -400,
-300, -200, -100, 0,
100, 200, 300, 400,
500, 600, 700, 800,
900, 1000, 1100, 1200,
1300, 1400, 1500, 10000
};
int32 volTable[241] = {
-10000, -3925, -3852, -3781, -3710, -3642, -3574, -3508, -3443, -3379, -3316, -3255, -3194, -3135, -3077, -3020, -2964, -2909, -2855, -2802, -2750, -2699, -2649, -2600, -2551, -2504, -2458, -2412, -2367, -2323, -2280, -2238, -2197, -2156, -2116, -2077, -2038, -2000, -1963, -1927, -1891, -1856, -1821, -1788, -1755, -1722, -1690, -1659, -1628, -1598, -1568, -1539, -1510, -1482, -1455, -1428, -1401, -1375, -1350, -1325,
-1300, -1290, -1279, -1269, -1259, -1249, -1239, -1229, -1219, -1209, -1199, -1190, -1180, -1171, -1161, -1152, -1142, -1133, -1124, -1115, -1106, -1097, -1088, -1080, -1071, -1062, -1054, -1045, -1037, -1028, -1020, -1012, -1004, -996, -988, -980, -972, -964, -956, -949, -941, -933, -926, -918, -911, -904, -896, -889, -882, -875, -868, -861, -854, -847, -840, -833, -827, -820, -813, -807,
-800, -791, -782, -773, -764, -755, -747, -738, -730, -721, -713, -705, -697, -689, -681, -673, -665, -658, -650, -643, -635, -628, -621, -613, -606, -599, -593, -586, -579, -572, -566, -559, -553, -546, -540, -534, -528, -522, -516, -510, -504, -498, -492, -487, -481, -476, -470, -465, -459, -454, -449, -444, -439, -434, -429, -424, -419, -414, -409, -404,
-400, -362, -328, -297, -269, -244, -221, -200, -181, -164, -148, -134, -122, -110, -100, -90, -82, -74, -67, -61, -55, -50, -45, -41, -37, -33, -30, -27, -25, -22, -20, -18, -16, -15, -13, -12, -11, -10, -9, -8, -7, -6, -6, -5, -5, -4, -4, -3, -3, -3, -2, -2, -2, -2, -1, -1, -1, -1, -1, 0
};
*/
int32 musicVolTable[17] = {
0, 15, 31, 47, 63, 79, 95, 111, 127, 143, 159, 175, 191, 207, 223, 239, 255
};
/*
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int32 musicVolTable[17] = {
-10000,
-5000, -3000, -2500, -2250,
-2000, -1750, -1500, -1250,
-1000, -750, -500, -350,
-200, -100, -50, 0
};
*/
void sword2_sound_handler (void *engine) {
g_sword2->_sound->FxServer();
}
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Sword2Sound::Sword2Sound(SoundMixer *mixer) {
_mutex = g_system->create_mutex();
soundOn = 0;
speechStatus = 0;
fxPaused = 0;
speechPaused = 0;
speechVol = 14;
fxVol = 14;
speechMuted = 0;
fxMuted = 0;
compressedMusic = 0;
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volMusic[0] = 16;
volMusic[1] = 16;
musicMuted = 0;
bufferSizeMusic = 4410;
_mixer = mixer;
memset(fxId, 0, sizeof(fxId));
memset(fxiPaused, 0, sizeof(fxiPaused));
memset(fxRate, 0, sizeof(fxRate));
memset(musStreaming, 0, sizeof(musStreaming));
memset(musicPaused, 0, sizeof(musicPaused));
memset(musFading, 0, sizeof(musFading));
memset(musLooping, 0, sizeof(musLooping));
memset(musFilePos, 0, sizeof(musFilePos));
memset(musEnd, 0, sizeof(musEnd));
memset(musLastSample, 0, sizeof(musLastSample));
memset(musId, 0, sizeof(musId));
memset(soundHandleMusic, 0, sizeof(soundHandleMusic));
memset(soundHandleFx, 0, sizeof(soundHandleFx));
soundHandleSpeech = 0;
memset(bufferFx, 0, sizeof(bufferFx));
memset(flagsFx, 0, sizeof(flagsFx));
memset(bufferSizeFx, 0, sizeof(bufferSizeFx));
soundOn = 1;
g_engine->_timer->installProcedure(sword2_sound_handler, 100000);
}
Sword2Sound::~Sword2Sound() {
g_engine->_timer->releaseProcedure(sword2_sound_handler);
if (_mutex)
g_system->delete_mutex(_mutex);
}
// --------------------------------------------------------------------------
// This function reverse the pan table, thus reversing the stereo.
// --------------------------------------------------------------------------
int32 Sword2Sound::ReverseStereo(void) {
int i,j;
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for (i = 0; i < 16; i++) {
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j = panTable[i];
panTable[i] = panTable[32 - i];
panTable[32 - i] = j;
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}
return (RD_OK);
}
// --------------------------------------------------------------------------
// This function returns the index of the sound effect with the ID passed in.
// --------------------------------------------------------------------------
int32 Sword2Sound::GetFxIndex(int32 id) {
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int32 i = 0;
while (i < MAXFX) {
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if (fxId[i] == id)
break;
i++;
}
return(i);
}
int32 Sword2Sound::IsFxOpen(int32 id) {
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int32 i = 0;
while (i < MAXFX) {
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if (fxId[i] == id)
break;
i++;
}
if (i == MAXFX)
return 1;
else
return 0;
}
// --------------------------------------------------------------------------
// This function checks the status of all current sound effects, and clears
// out the ones which are no longer required in a buffer. It is called on
// a slow timer from rdwin.c
// --------------------------------------------------------------------------
void Sword2Sound::FxServer(void) {
// FIXME: This function is called from a separate thread, and
// manipulates data structures that are used by several other
// functions throughout the file.
//
// I guess that means we need to add locking and stuff.
//
// Maybe that explains why BS2 still crashes every now and then.
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if (!soundOn)
return;
if (musicPaused[0] + musicPaused[1] == 0) {
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if (compressedMusic == 1)
UpdateCompSampleStreaming();
}
// FIXME: Doing this sort of things from a separate thread seems like
// just asking for trouble. But removing it outright will cause
// regressions which need to be investigated.
#if 0
int i;
if (fxPaused) {
for (i = 0; i < MAXFX; i++) {
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if ((fxId[i] == (int32) 0xfffffffe) || (fxId[i] == (int32) 0xffffffff)) {
if (!soundHandleFx[i]) {
fxId[i] = 0;
if (bufferFx[i] != NULL) {
free(bufferFx[i]);
bufferFx[i] = NULL;
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}
bufferSizeFx[i] = 0;
flagsFx[i] = 0;
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}
}
}
return;
}
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for (i = 0; i < MAXFX; i++) {
if (fxId[i]) {
if (!soundHandleFx[i]) {
fxId[i] = 0;
if (bufferFx[i] != NULL) {
free(bufferFx[i]);
bufferFx[i] = NULL;
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}
bufferSizeFx[i] = 0;
flagsFx[i] = 0;
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}
}
}
#endif
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}
int32 Sword2Sound::AmISpeaking() {
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if ((!speechMuted) && (!speechPaused) && (soundHandleSpeech != 0)) {
return (RDSE_SPEAKING);
}
return (RDSE_QUIET);
}
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int32 Sword2Sound::GetCompSpeechSize(const char *filename, uint32 speechid) {
int32 i;
uint32 speechIndex[2];
File fp;
// Open the speech cluster and find the data offset & size
fp.open(filename, g_engine->getGameDataPath());
if (fp.isOpen() == false)
return(0);
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fp.seek((++speechid) * 8, SEEK_SET);
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if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) {
fp.close();
return (0);
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}
if (!speechIndex[0] || !speechIndex[1]) {
fp.close();
return (0);
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}
fp.close();
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i = (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8;
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return(i);
}
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int32 Sword2Sound::PreFetchCompSpeech(const char *filename, uint32 speechid, uint8 *waveMem) {
uint32 i;
uint16 *data16;
uint8 *data8;
uint32 speechIndex[2];
_wavHeader *pwf = (_wavHeader *) waveMem;
File fp;
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// Open the speech cluster and find the data offset & size
fp.open(filename, g_engine->getGameDataPath());
if (fp.isOpen() == false)
return(RDERR_INVALIDFILENAME);
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fp.seek((++speechid) * 8, SEEK_SET);
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if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) {
fp.close();
return (RDERR_READERROR);
}
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if (!speechIndex[0] || !speechIndex[1]) {
fp.close();
return (RDERR_INVALIDID);
}
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data16 = (uint16*)(waveMem + sizeof(_wavHeader));
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memset(pwf, 0, sizeof(_wavHeader));
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*((uint32*)pwf->riff) = 'FFIR';
*((uint32*)pwf->wavID) = 'EVAW';
*((uint32*)pwf->format) = ' tmf';
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pwf->formatLen = 0x00000010;
pwf->formatTag = 0x0001;
pwf->channels = 0x0001;
pwf->samplesPerSec = 0x5622;
pwf->avgBytesPerSec = 0x0000;
pwf->blockAlign = 0xAC44;
pwf->unknown1 = 0x0000;
pwf->unknown2 = 0x0002;
pwf->bitsPerSample = 0x0010;
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*((uint32*)data16) = 'atad';
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data16 += 2;
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*((uint32*)data16) = (speechIndex[1] - 1) * 2;
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data16 += 2;
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pwf->fileLength = (speechIndex[1] - 1) * 2 + sizeof(_wavHeader) + 8;
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// Calculate position in buffer to load compressed sound into
data8 = (uint8*)data16 + (speechIndex[1]-1);
fp.seek(speechIndex[0], SEEK_SET);
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if (fp.read(data8, speechIndex[1]) != speechIndex[1]) {
fp.close();
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return (RDERR_INVALIDID);
}
fp.close();
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data16[0] = *((int16*)data8); // Starting Value
i = 1;
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while (i < (speechIndex[1] - 1)) {
if (GetCompressedSign(data8[i + 1]))
data16[i] = data16[i - 1] - (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1]));
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else
data16[i] = data16[i - 1] + (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1]));
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i++;
}
return(RD_OK);
}
int32 Sword2Sound::PlayCompSpeech(const char *filename, uint32 speechid, uint8 vol, int8 pan) {
uint32 i;
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uint16 *data16;
uint8 *data8;
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uint32 speechIndex[2];
void *lpv1;
File fp;
uint32 bufferSize;
if (!speechMuted) {
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if (GetSpeechStatus() == RDERR_SPEECHPLAYING)
return RDERR_SPEECHPLAYING;
// Open the speech cluster and find the data offset & size
fp.open(filename, g_engine->getGameDataPath());
if (fp.isOpen() == false)
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return(RDERR_INVALIDFILENAME);
fp.seek((++speechid) * 8, SEEK_SET);
if (fp.read(speechIndex, sizeof(uint32) * 2) != (sizeof(uint32) * 2)) {
fp.close();
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return (RDERR_READERROR);
}
if (speechIndex[0] == 0 || speechIndex[1] == 0) {
fp.close();
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return (RDERR_INVALIDID);
}
bufferSize = (speechIndex[1] - 1) * 2;
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// Create tempory buffer for compressed speech
if ((data8 = (uint8 *)malloc(speechIndex[1])) == NULL) {
fp.close();
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return(RDERR_OUTOFMEMORY);
}
fp.seek(speechIndex[0], SEEK_SET);
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if (fp.read(data8, speechIndex[1]) != speechIndex[1]) {
fp.close();
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free(data8);
return (RDERR_INVALIDID);
}
fp.close();
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lpv1 = malloc(bufferSize);
// decompress data into speech buffer.
data16 = (uint16*)lpv1;
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data16[0] = *((int16*)data8); // Starting Value
i = 1;
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while (i < bufferSize / 2) {
if (GetCompressedSign(data8[i + 1]))
data16[i] = data16[i - 1] - (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1]));
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else
data16[i] = data16[i - 1] + (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1]));
i++;
}
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free(data8);
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// Modify the volume according to the master volume
byte volume;
int8 p;
if (speechMuted) {
volume = 0;
} else {
volume = vol * speechVol;
}
p = panTable[pan + 16];
// Start the speech playing
speechPaused = 1;
uint32 flags = SoundMixer::FLAG_16BITS;
flags |= SoundMixer::FLAG_AUTOFREE;
//Until the mixer supports LE samples natively, we need to convert our LE ones to BE
for (uint j = 0; j < (bufferSize / 2); j++)
data16[j] = TO_BE_16(data16[j]);
_mixer->playRaw(&soundHandleSpeech, data16, bufferSize, 22050, flags, volume, pan);
speechStatus = 1;
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}
DipMusic();
return (RD_OK);
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}
int32 Sword2Sound::StopSpeechSword2(void) {
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if (!soundOn)
return(RD_OK);
if (speechStatus) {
g_engine->_mixer->stopHandle(soundHandleSpeech);
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speechStatus = 0;
return(RD_OK);
}
return(RDERR_SPEECHNOTPLAYING);
}
int32 Sword2Sound::GetSpeechStatus(void) {
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if ((!soundOn) || (!speechStatus))
return(RDSE_SAMPLEFINISHED);
if (speechPaused)
return(RDSE_SAMPLEPLAYING);
if (!soundHandleSpeech) {
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speechStatus = 0;
return(RDSE_SAMPLEFINISHED);
}
return(RDSE_SAMPLEPLAYING);
}
void Sword2Sound::SetSpeechVolume(uint8 volume) {
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speechVol = volume;
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if ((soundHandleSpeech != 0) && !speechMuted && GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
g_engine->_mixer->setChannelVolume(soundHandleSpeech, 16 * speechVol);
}
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}
uint8 Sword2Sound::GetSpeechVolume() {
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return speechVol;
}
void Sword2Sound::MuteSpeech(uint8 mute) {
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speechMuted = mute;
if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
if (mute) {
g_engine->_mixer->setChannelVolume(soundHandleSpeech, 0);
} else {
g_engine->_mixer->setChannelVolume(soundHandleSpeech, 16 * speechVol);
}
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}
}
uint8 Sword2Sound::IsSpeechMute(void) {
return speechMuted;
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}
int32 Sword2Sound::PauseSpeech(void) {
if (GetSpeechStatus() == RDSE_SAMPLEPLAYING) {
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speechPaused = 1;
g_engine->_mixer->pauseHandle(soundHandleSpeech, true);
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}
return(RD_OK);
}
int32 Sword2Sound::UnpauseSpeech(void) {
if (speechPaused) {
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speechPaused = 0;
g_engine->_mixer->pauseHandle(soundHandleSpeech, false);
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}
return(RD_OK);
}
int32 Sword2Sound::OpenFx(int32 id, uint8 *data) {
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int32 i, fxi;
uint32 *data32 = NULL;
_wavHeader *wav;
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wav = (_wavHeader *) data;
if (soundOn) {
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// Check for a valid id.
if (id == 0)
return(RDERR_INVALIDID);
// Check that the fx is not already open
for (i = 0; i < MAXFX; i++) {
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if (fxId[i] == id)
return(RDERR_FXALREADYOPEN);
}
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// Now choose a free slot for the fx
fxi = 0;
while (fxi < MAXFX) {
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if (fxId[fxi] == 0)
break;
fxi++;
}
if (fxi == MAXFX) {
// Expire the first sound effect that isn't currently
// playing.
// FIXME. This may need a bit of work. I still haven't
// grasped all the intricacies of the sound effects
// handling.
//
// Anyway, it'd be nicer - in theory - to expire the
// least recently used slot.
fxi = 0;
while (fxi < MAXFX) {
if (!soundHandleFx[fxi])
break;
fxi++;
}
// Still no dice? I give up!
if (fxi == MAXFX)
return(RDERR_NOFREEBUFFERS);
}
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// Set the sample size - search for the size of the data.
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i = 0;
while (i < 100) {
if (*data == 'd') {
data32 = (uint32*)data;
if (*data32 == 'atad')
break;
}
i += 1;
data++;
}
if (!data32)
return(RDERR_INVALIDWAV);
bufferSizeFx[fxi] = READ_LE_UINT32(data32 + 1);
// Fill the speech buffer with data
if (bufferFx[fxi] != NULL)
free(bufferFx[fxi]);
bufferFx[fxi] = (uint16*)malloc(bufferSizeFx[fxi]);
memcpy(bufferFx[fxi], (uint8 *)(data32 + 2), bufferSizeFx[fxi]);
flagsFx[fxi] = SoundMixer::FLAG_16BITS;
if (wav->channels == 2)
flagsFx[fxi] |= SoundMixer::FLAG_STEREO;
fxRate[fxi] = wav->samplesPerSec;
//Until the mixer supports LE samples natively, we need to convert our LE ones to BE
for (int32 j = 0; j < (bufferSizeFx[fxi] / 2); j++)
bufferFx[fxi][j] = TO_BE_16(bufferFx[fxi][j]);
fxId[fxi] = id;
}
return(RD_OK);
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}
int32 Sword2Sound::PlayFx(int32 id, uint8 *data, uint8 vol, int8 pan, uint8 type) {
int32 i, loop;
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uint32 hr;
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if (type == RDSE_FXLOOP)
loop = 1;
else
loop = 0;
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if (soundOn) {
if (data == NULL) {
if (type == RDSE_FXLEADOUT) {
id = (int32) 0xffffffff;
i = GetFxIndex(id);
if (i == MAXFX) {
warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type);
return(RDERR_FXNOTOPEN);
}
flagsFx[i] &= ~SoundMixer::FLAG_LOOP;
byte volume;
// Start the sound effect playing
if (musicMuted) {
volume = 0;
} else {
volume = musicVolTable[volMusic[0]];
}
g_engine->_mixer->playRaw(&soundHandleFx[i], bufferFx[i], bufferSizeFx[i], fxRate[i], flagsFx[i], volume, 0);
} else {
i = GetFxIndex(id);
if (i == MAXFX) {
warning("PlayFx(%d, %d, %d, %d) - Not open", id, vol, pan, type);
return(RDERR_FXNOTOPEN);
}
if (loop == 1)
flagsFx[i] |= SoundMixer::FLAG_LOOP;
else
flagsFx[i] &= ~SoundMixer::FLAG_LOOP;
fxVolume[i] = vol;
byte volume;
int8 p;
// Start the sound effect playing
if (fxMuted) {
volume = 0;
} else {
volume = vol * fxVol;
}
p = panTable[pan + 16];
g_engine->_mixer->playRaw(&soundHandleFx[i], bufferFx[i], bufferSizeFx[i], fxRate[i], flagsFx[i], volume, p);
}
} else {
if (type == RDSE_FXLEADIN) {
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id = (int32) 0xfffffffe;
hr = OpenFx(id, data);
if (hr != RD_OK) {
return hr;
}
i = GetFxIndex(id);
if (i == MAXFX) {
warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type);
return RDERR_FXFUCKED;
}
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flagsFx[i] &= ~SoundMixer::FLAG_LOOP;
byte volume;
if (musicMuted) {
volume = 0;
} else {
volume = musicVolTable[volMusic[0]];
}
g_engine->_mixer->playRaw(&soundHandleFx[i], bufferFx[i], bufferSizeFx[i], fxRate[i], flagsFx[i], volume, 0);
} else {
hr = OpenFx(id, data);
if (hr != RD_OK) {
return(hr);
}
i = GetFxIndex(id);
if (i == MAXFX) {
warning("PlayFx(%d, %d, %d, %d) - Not found", id, vol, pan, type);
return(RDERR_FXFUCKED);
}
if (loop == 1)
flagsFx[i] |= SoundMixer::FLAG_LOOP;
else
flagsFx[i] &= ~SoundMixer::FLAG_LOOP;
fxVolume[i] = vol;
byte volume;
int8 p;
// Start the sound effect playing
if (fxMuted) {
volume = 0;
} else {
volume = vol * fxVol;
}
p = panTable[pan + 16];
g_engine->_mixer->playRaw(&soundHandleFx[i], bufferFx[i], bufferSizeFx[i], fxRate[i], flagsFx[i], volume, p);
}
}
}
return(RD_OK);
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}
int32 Sword2Sound::SetFxVolumePan(int32 id, uint8 vol, int8 pan) {
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int32 i = GetFxIndex(id);
if (i == MAXFX)
return RDERR_FXNOTOPEN;
fxVolume[i] = vol;
if (!fxMuted) {
g_engine->_mixer->setChannelVolume(soundHandleFx[i], vol * fxVol);
g_engine->_mixer->setChannelPan(soundHandleFx[i], panTable[pan + 16]);
}
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return RD_OK;
}
int32 Sword2Sound::SetFxIdVolume(int32 id, uint8 vol) {
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int32 i = GetFxIndex(id);
if (i == MAXFX)
return RDERR_FXNOTOPEN;
fxVolume[i] = vol;
if (!fxMuted) {
g_engine->_mixer->setChannelVolume(soundHandleFx[i], vol * fxVol);
}
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return RD_OK;
}
int32 Sword2Sound::ClearAllFx(void) {
int i;
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if (!soundOn)
return(RD_OK);
i = 0;
while (i < MAXFX) {
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if ((fxId[i]) && (fxId[i] != (int32) 0xfffffffe) && (fxId[i] != (int32) 0xffffffff)) {
g_engine->_mixer->stopHandle(soundHandleFx[i]);
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fxId[i] = 0;
fxiPaused[i] = 0;
if (bufferFx[i] != NULL) {
free(bufferFx[i]);
bufferFx[i] = NULL;
}
bufferSizeFx[i] = 0;
flagsFx[i] = 0;
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}
i++;
}
return(RD_OK);
}
int32 Sword2Sound::CloseFx(int32 id) {
int i;
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if (!soundOn)
return(RD_OK);
i = GetFxIndex(id);
if (i < MAXFX) {
g_engine->_mixer->stopHandle(soundHandleFx[i]);
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fxId[i] = 0;
fxiPaused[i] = 0;
if (bufferFx[i] != NULL) {
free(bufferFx[i]);
bufferFx[i] = NULL;
}
bufferSizeFx[i] = 0;
flagsFx[i] = 0;
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}
return(RD_OK);
}
int32 Sword2Sound::PauseFx(void) {
int i;
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if (!fxPaused) {
for (i = 0; i < MAXFX; i++) {
if (fxId[i]) {
g_engine->_mixer->pauseHandle(soundHandleFx[i], true);
fxiPaused[i] = 1;
} else {
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fxiPaused[i] = 0;
}
}
fxPaused = 1;
}
return (RD_OK);
}
int32 Sword2Sound::PauseFxForSequence(void) {
int i;
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if (!fxPaused) {
for (i = 0; i<MAXFX; i++) {
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if ((fxId[i]) && (fxId[i] != (int32) 0xfffffffe)) {
g_engine->_mixer->pauseHandle(soundHandleFx[i], true);
fxiPaused[i] = 1;
} else {
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fxiPaused[i] = 0;
}
}
fxPaused = 1;
}
return (RD_OK);
}
int32 Sword2Sound::UnpauseFx(void) {
int i;
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if (fxPaused) {
for (i = 0; i < MAXFX; i++) {
if (fxiPaused[i] && fxId[i]) {
g_engine->_mixer->pauseHandle(soundHandleFx[i], false);
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}
}
fxPaused = 0;
}
return (RD_OK);
}
uint8 Sword2Sound::GetFxVolume() {
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return fxVol;
}
void Sword2Sound::SetFxVolume(uint8 volume) {
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int32 fxi;
fxVol = volume;
// Now update the volume of any fxs playing
for (fxi = 0; fxi < MAXFX; fxi++) {
if (fxId[fxi] && !fxMuted) {
g_engine->_mixer->setChannelVolume(soundHandleFx[fxi], fxVolume[fxi] * fxVol);
}
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}
}
void Sword2Sound::MuteFx(uint8 mute) {
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int32 fxi;
fxMuted = mute;
// Now update the volume of any fxs playing
for (fxi = 0; fxi < MAXFX; fxi++) {
if (fxId[fxi]) {
if (mute) {
g_engine->_mixer->setChannelVolume(soundHandleFx[fxi], 0);
} else {
g_engine->_mixer->setChannelVolume(soundHandleFx[fxi], fxVolume[fxi] * fxVol);
}
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}
}
}
uint8 Sword2Sound::IsFxMute(void) {
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return (fxMuted);
}
void Sword2Sound::StartMusicFadeDown(int i) {
StackLock lock(_mutex);
g_engine->_mixer->stopHandle(soundHandleMusic[i]);
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musFading[i] = -16;
musStreaming[i] = 0;
if (fpMus.isOpen())
fpMus.close();
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}
int32 Sword2Sound::StreamCompMusic(const char *filename, uint32 musicId, int32 looping) {
StackLock lock(_mutex);
return StreamCompMusicFromLock(filename, musicId, looping);
}
int32 Sword2Sound::StreamCompMusicFromLock(const char *filename, uint32 musicId, int32 looping) {
int32 primaryStream = -1;
int32 secondaryStream = -1;
int32 i;
int32 v0, v1;
uint16 *data16;
uint8 *data8;
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compressedMusic = 1;
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// If both music streams are playing, that should mean one of them is
// fading out. Pick that one.
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if (musStreaming[0] && musStreaming[1]) {
if (musFading[0])
primaryStream = 0;
else
primaryStream = 1;
musFading[primaryStream] = 0;
g_engine->_mixer->stopHandle(soundHandleMusic[primaryStream]);
musStreaming[primaryStream] = 0;
}
// Pick the available music stream. If no music is playing it doesn't
// matter which we use, so pick the first one.
if (musStreaming[0] || musStreaming[1]) {
if (musStreaming[0]) {
primaryStream = 1;
secondaryStream = 0;
} else {
primaryStream = 0;
secondaryStream = 1;
}
} else
primaryStream = 0;
strcpy(musFilename[primaryStream], filename);
// Save looping info and tune id
musLooping[primaryStream] = looping;
musId[primaryStream] = musicId;
// Don't start streaming if the volume is off.
if (IsMusicMute())
return RD_OK;
// Always use fpMus[0] (all music in one cluster)
// musFilePos[primaryStream] for different pieces of music.
if (!fpMus.isOpen())
fpMus.open(filename, g_engine->getGameDataPath());
if (!fpMus.isOpen())
return RDERR_INVALIDFILENAME;
// Start other music stream fading out
if (secondaryStream != -1 && !musFading[secondaryStream])
musFading[secondaryStream] = -16;
fpMus.seek((musicId + 1) * 8, SEEK_SET);
musFilePos[primaryStream] = fpMus.readUint32LE();
musEnd[primaryStream] = fpMus.readUint32LE();
if (!musEnd[primaryStream] || !musFilePos[primaryStream]) {
fpMus.close();
return RDERR_INVALIDID;
}
// Calculate the file position of the end of the music
musEnd[primaryStream] += musFilePos[primaryStream];
// Create a temporary buffer
data8 = (uint8*) malloc(bufferSizeMusic / 2);
if (!data8) {
fpMus.close();
return RDERR_OUTOFMEMORY;
}
// Seek to start of the compressed music
fpMus.seek(musFilePos[primaryStream], SEEK_SET);
// Read the compressed data in to the buffer
if ((int32) fpMus.read(data8, bufferSizeMusic / 2) != bufferSizeMusic / 2) {
fpMus.close();
free(data8);
return RDERR_INVALIDID;
}
// Store the current position in the file for future streaming
musFilePos[primaryStream] = fpMus.pos();
// FIXME: We used this decompression function in several places, so
// it really should be a separate function.
// decompress the music into the music buffer.
data16 = (uint16 *) malloc(bufferSizeMusic);
if (!data16)
return RDERR_OUTOFMEMORY;
data16[0] = READ_LE_UINT16(data8); // First sample value
i = 1;
while (i < (bufferSizeMusic / 2) - 1) {
if (GetCompressedSign(data8[i + 1]))
data16[i] = data16[i - 1] - (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1]));
else
data16[i] = data16[i - 1] + (GetCompressedAmplitude(data8[i + 1]) << GetCompressedShift(data8[i + 1]));
i++;
}
// Store the value of the last sample ready for next batch of
// decompression
musLastSample[primaryStream] = data16[i - 1];
// Free the compressed sound buffer
free(data8);
// Modify the volume according to the master volume and music mute
// state
if (musicMuted)
v0 = v1 = 0;
else {
v0 = volMusic[0];
v1 = volMusic[1];
}
byte volume;
int8 pan;
if (v0 > v1) {
volume = musicVolTable[v0];
pan = (musicVolTable[v1 * 16 / v0] / 2) - 127;
} else if (v1 > v0) {
volume = musicVolTable[v1];
pan = (musicVolTable[v0 * 16 / v1] / 2) + 127;
} else {
volume = musicVolTable[v1];
pan = 0;
}
// FIXME: Until the mixer supports LE samples natively, we need to
// convert our LE ones to BE
for (i = 0; i < (bufferSizeMusic / 2); i++) {
data16[i] = TO_BE_16(data16[i]);
}
g_engine->_mixer->newStream(&soundHandleMusic[primaryStream], data16,
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bufferSizeMusic, 22050, SoundMixer::FLAG_16BITS, 100000, volume, pan);
free(data16);
// Recorder some last variables
musStreaming[primaryStream] = 1;
return RD_OK;
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}
void Sword2Sound::UpdateCompSampleStreaming(void) {
StackLock lock(_mutex);
uint32 i,j;
int32 v0, v1;
int32 len;
uint16 *data16;
uint8 *data8;
int fade;
for (i = 0; i < MAXMUS; i++) {
if (musStreaming[i]) {
if (musFading[i] < 0) {
if (++musFading[i] == 0) {
g_engine->_mixer->stopHandle(soundHandleMusic[i]);
musStreaming[i] = 0;
musLooping[i] = 0;
} else {
// Modify the volume according to the master volume and music mute state
if (musicMuted)
v0 = v1 = 0;
else {
v0 = (volMusic[0] * (0 - musFading[i]) / 16);
v1 = (volMusic[1] * (0 - musFading[i]) / 16);
}
byte volume;
int8 pan;
if (v0 > v1) {
volume = musicVolTable[v0];
pan = (musicVolTable[v1 * 16 / v0] / 2) - 127;
}
if (v1 > v0) {
volume = musicVolTable[v1];
pan = (musicVolTable[v0 * 16 / v1] / 2) + 127;
} else {
volume = musicVolTable[v1];
pan = 0;
}
g_engine->_mixer->setChannelVolume(soundHandleMusic[i], volume);
g_engine->_mixer->setChannelPan(soundHandleMusic[i], pan);
// FIXME: hack. this need cleanup.
// originaly it has 3 second buffer ahead enought for fading
// that why it's need play music for time while fading is going
// Temporary disabled this because it
// causes a crash whenever music is
// allowed to finish on its own (i.e.
// not by being replaced with another
// piece of music.)
// goto label1;
}
} else {
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//label1:
len = bufferSizeMusic;
// Reduce length if it requires reading past the end of the music
if (musFilePos[i] + len >= musEnd[i]) {
len = musEnd[i] - musFilePos[i];
fade = 1; // End of music reaced so we'll need to fade and repeat
} else
fade = 0;
if (len > 0) {
data8 = (uint8*)malloc(len / 2);
// Allocate a compressed data buffer
if (data8 == NULL) {
fpMus.close();
musFading[i] = -16;
return;
}
// Seek to update position of compressed music when neccassary (probably never occurs)
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if ((int32) fpMus.pos() != musFilePos[i]) {
fpMus.seek(musFilePos[i], SEEK_SET);
}
// Read the compressed data in to the buffer
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if ((int32)fpMus.read(data8, len / 2) != (len / 2)) {
fpMus.close();
free(data8);
musFading[i] = -16;
return;
}
// Update the current position in the file for future streaming
musFilePos[i] = fpMus.pos();
// decompress the music into the music buffer.
data16 = (uint16*)malloc(len);
// Decompress the first byte using the last decompressed sample
if (GetCompressedSign(data8[0]))
data16[0] = musLastSample[i] - (GetCompressedAmplitude(data8[0]) << GetCompressedShift(data8[0]));
else
data16[0] = musLastSample[i] + (GetCompressedAmplitude(data8[0]) << GetCompressedShift(data8[0]));
j = 1;
while (j < (uint32)len / 2) {
if (GetCompressedSign(data8[j]))
data16[j] = data16[j - 1] - (GetCompressedAmplitude(data8[j]) << GetCompressedShift(data8[j]));
else
data16[j] = data16[j - 1] + (GetCompressedAmplitude(data8[j]) << GetCompressedShift(data8[j]));
j++;
}
musLastSample[i] = data16[j - 1];
//Until the mixer supports LE samples natively, we need to convert our LE ones to BE
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for (int32 y = 0; y < (len / 2); y++) {
data16[y] = TO_BE_16(data16[y]);
}
// Paranoid check that seems to
// be necessary.
if (len & 1)
len--;
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g_engine->_mixer->appendStream(soundHandleMusic[i], data16, len);
free(data16);
// Free the compressed data buffer and unlock the sound buffer.
free(data8);
// End of the music so we need to start fading and start the music again
if (fade) {
g_engine->_mixer->stopHandle(soundHandleMusic[i]);
musFading[i] = -16; // Fade the old music
// Close the music cluster if it's open
if (fpMus.isOpen()) {
fpMus.close();
}
// Loop if neccassary
if (musLooping[i]) {
StreamCompMusicFromLock(musFilename[i], musId[i], musLooping[i]);
}
}
}
}
}
}
DipMusic();
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}
int32 Sword2Sound::DipMusic() {
// TODO: implement this func
// disable this func for now
return RD_OK;
StackLock lock(_mutex);
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/*
int32 len;
int32 readCursor, writeCursor;
int32 dwBytes1, dwBytes2;
int16 *sample;
int32 total = 0;
int32 i;
int32 status;
LPVOID lpv1, lpv2;
HRESULT hr = DS_OK;
LPDIRECTSOUNDBUFFER dsbMusic = NULL;
int32 currentMusicVol = musicVolTable[volMusic[0]];
int32 minMusicVol;
// Find which music buffer is currently playing
for (i = 0; i<MAXMUS && !dsbMusic; i++)
{
if (musStreaming[i] && musFading[i] == 0)
dsbMusic = lpDsbMus[i];
}
if ((!musicMuted) && dsbMusic && (!speechMuted) && (volMusic[0]>2))
{
minMusicVol = musicVolTable[volMusic[0] - 3];
if (speechStatus)
{
IDirectSoundBuffer_GetStatus(dsbSpeech, &status);
if ((hr = IDirectSoundBuffer_GetCurrentPosition(dsbMusic, &readCursor, &writeCursor)) != DS_OK)
return hr;
len = 44100 / 12 ;// 12th of a second
if ((hr = IDirectSoundBuffer_Lock(dsbMusic, readCursor, len, &lpv1, &dwBytes1, &lpv2, &dwBytes2, 0)) != DS_OK)
return hr;
for (i = 0, sample = (int16*)lpv1; sample<(int16*)((int8*)lpv1+dwBytes1); sample+= 30, i++) // 60 samples
{
if (*sample>0)
total += *sample;
else
total -= *sample;
}
total /= i;
total = minMusicVol + ( ( (currentMusicVol - minMusicVol) * total ) / 8000);
if (total > currentMusicVol)
total = currentMusicVol;
IDirectSoundBuffer_SetVolume(dsbMusic, total);
IDirectSoundBuffer_Unlock(dsbMusic,lpv1,dwBytes1,lpv2,dwBytes2);
}
else
{
IDirectSoundBuffer_GetVolume(dsbMusic, &total);
total += 50;
if (total > currentMusicVol)
total = currentMusicVol;
IDirectSoundBuffer_SetVolume(dsbMusic, total);
}
}
return (hr);
*/
}
int32 Sword2Sound::MusicTimeRemaining() {
StackLock lock(_mutex);
int i;
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for (i = 0; i < MAXMUS && !musStreaming[i]; i++) {
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// this is meant to be empty! (James19aug97)
}
if (i == MAXMUS)
return 0;
return (musEnd[i] - musFilePos[i]) / 22050;
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}
void Sword2Sound::StopMusic(void) {
StackLock lock(_mutex);
int i;
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for (i = 0; i < MAXMUS; i++) {
if (musStreaming[i])
musFading[i] = -16;
else
musLooping[i] = 0;
}
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if (fpMus.isOpen()) {
fpMus.close();
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}
}
int32 Sword2Sound::PauseMusic(void) {
StackLock lock(_mutex);
int i;
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if (soundOn) {
for (i = 0; i < 2; i++) {
if (musStreaming[i]) {
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musicPaused[i] = TRUE;
g_engine->_mixer->pauseHandle(soundHandleMusic[i], true);
} else {
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musicPaused[i] = FALSE;
}
}
}
return(RD_OK);
}
int32 Sword2Sound::UnpauseMusic(void) {
StackLock lock(_mutex);
int i;
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if (soundOn) {
for (i = 0; i < 2; i++) {
if (musicPaused[i]) {
g_engine->_mixer->pauseHandle(soundHandleMusic[i], false);
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musicPaused[i] = FALSE;
}
}
}
return(RD_OK);
}
void Sword2Sound::SetMusicVolume(uint8 volume) {
StackLock lock(_mutex);
int i;
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for (i = 0; i < MAXMUS; i++) {
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volMusic[i] = volume;
if (musStreaming[i] && !musFading[i] && !musicMuted) {
g_engine->_mixer->setChannelVolume(soundHandleMusic[i], musicVolTable[volume]);
}
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}
}
uint8 Sword2Sound::GetMusicVolume() {
return (uint8) volMusic[0];
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}
void Sword2Sound::MuteMusic(uint8 mute) {
StackLock lock(_mutex);
int i;
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musicMuted = mute;
for (i = 0; i < MAXMUS; i++) {
if (!mute) {
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if (!musStreaming[i] && musLooping[i])
StreamCompMusicFromLock(musFilename[i], musId[i], musLooping[i]);
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}
if (musStreaming[i] && !musFading[i]) {
if (mute) {
g_engine->_mixer->setChannelVolume(soundHandleMusic[i], musicVolTable[0]);
} else {
g_engine->_mixer->setChannelVolume(soundHandleMusic[i], musicVolTable[volMusic[i]]);
}
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}
}
}
uint8 Sword2Sound::IsMusicMute(void) {
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return (musicMuted);
}