scummvm/engines/sci/sound/soundcmd.cpp

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/* 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 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
#include "sci/sci.h" // for USE_OLD_MUSIC_FUNCTIONS
#ifdef USE_OLD_MUSIC_FUNCTIONS
#include "sci/sound/iterator/iterator.h" // for SongIteratorStatus
#endif
#include "common/config-manager.h"
#include "sci/sound/music.h"
#include "sci/sound/soundcmd.h"
namespace Sci {
#define SCI1_SOUND_FLAG_MAY_PAUSE 1 /* Only here for completeness; The interpreter doesn't touch this bit */
#define SCI1_SOUND_FLAG_SCRIPTED_PRI 2 /* but does touch this */
#ifdef USE_OLD_MUSIC_FUNCTIONS
#define FROBNICATE_HANDLE(reg) ((reg).segment << 16 | (reg).offset)
#define DEFROBNICATE_HANDLE(handle) (make_reg((handle >> 16) & 0xffff, handle & 0xffff))
#endif
#define SOUNDCOMMAND(x) _soundCommands.push_back(new MusicEntryCommand(#x, &SoundCommandParser::x))
#ifdef USE_OLD_MUSIC_FUNCTIONS
static void script_set_priority(ResourceManager *resMan, SegManager *segMan, SfxState *state, reg_t obj, int priority) {
int song_nr = GET_SEL32V(segMan, obj, number);
Resource *song = resMan->findResource(ResourceId(kResourceTypeSound, song_nr), 0);
int flags = GET_SEL32V(segMan, obj, flags);
if (priority == -1) {
if (song->data[0] == 0xf0)
priority = song->data[1];
else
warning("Attempt to unset song priority when there is no built-in value");
flags &= ~SCI1_SOUND_FLAG_SCRIPTED_PRI;
} else flags |= SCI1_SOUND_FLAG_SCRIPTED_PRI;
state->sfx_song_renice(FROBNICATE_HANDLE(obj), priority);
PUT_SEL32V(segMan, obj, flags, flags);
}
SongIterator *build_iterator(ResourceManager *resMan, int song_nr, SongIteratorType type, songit_id_t id) {
Resource *song = resMan->findResource(ResourceId(kResourceTypeSound, song_nr), 0);
if (!song)
return NULL;
return songit_new(song->data, song->size, type, id);
}
void process_sound_events(EngineState *s) { /* Get all sound events, apply their changes to the heap */
int result;
SongHandle handle;
int cue;
SegManager *segMan = s->_segMan;
if (getSciVersion() > SCI_VERSION_01)
return;
// SCI1 and later explicitly poll for everything
while ((result = s->_sound.sfx_poll(&handle, &cue))) {
reg_t obj = DEFROBNICATE_HANDLE(handle);
if (!s->_segMan->isObject(obj)) {
warning("Non-object %04x:%04x received sound signal (%d/%d)", PRINT_REG(obj), result, cue);
return;
}
switch (result) {
case SI_LOOP:
debugC(2, kDebugLevelSound, "[process-sound] Song %04x:%04x looped (to %d)\n",
PRINT_REG(obj), cue);
/* PUT_SEL32V(segMan, obj, loops, GET_SEL32V(segMan, obj, loop) - 1);*/
PUT_SEL32V(segMan, obj, signal, SIGNAL_OFFSET);
break;
case SI_RELATIVE_CUE:
debugC(2, kDebugLevelSound, "[process-sound] Song %04x:%04x received relative cue %d\n",
PRINT_REG(obj), cue);
PUT_SEL32V(segMan, obj, signal, cue + 0x7f);
break;
case SI_ABSOLUTE_CUE:
debugC(2, kDebugLevelSound, "[process-sound] Song %04x:%04x received absolute cue %d\n",
PRINT_REG(obj), cue);
PUT_SEL32V(segMan, obj, signal, cue);
break;
case SI_FINISHED:
debugC(2, kDebugLevelSound, "[process-sound] Song %04x:%04x finished\n",
PRINT_REG(obj));
PUT_SEL32V(segMan, obj, signal, SIGNAL_OFFSET);
PUT_SEL32V(segMan, obj, state, kSoundStopped);
break;
default:
warning("Unexpected result from sfx_poll: %d", result);
break;
}
}
}
#endif
SoundCommandParser::SoundCommandParser(ResourceManager *resMan, SegManager *segMan, Kernel *kernel, AudioPlayer *audio, SciVersion soundVersion) :
_resMan(resMan), _segMan(segMan), _kernel(kernel), _audio(audio), _soundVersion(soundVersion) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
// The following hack is needed to ease the change from old to new sound code (because the new sound code does not use SfxState)
_state = &((SciEngine *)g_engine)->getEngineState()->_sound; // HACK
#endif
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music = new SciMusic(_soundVersion);
_music->init();
#endif
switch (_soundVersion) {
case SCI_VERSION_0_EARLY:
case SCI_VERSION_0_LATE:
SOUNDCOMMAND(cmdInitSound);
SOUNDCOMMAND(cmdPlaySound);
SOUNDCOMMAND(cmdDummy);
SOUNDCOMMAND(cmdDisposeSound);
SOUNDCOMMAND(cmdMuteSound);
SOUNDCOMMAND(cmdStopSound);
SOUNDCOMMAND(cmdPauseSound);
SOUNDCOMMAND(cmdResumeSound);
SOUNDCOMMAND(cmdMasterVolume);
SOUNDCOMMAND(cmdUpdateSound);
SOUNDCOMMAND(cmdFadeSound);
SOUNDCOMMAND(cmdGetPolyphony);
SOUNDCOMMAND(cmdStopAllSounds);
_cmdUpdateCuesIndex = -1;
break;
case SCI_VERSION_1_EARLY:
SOUNDCOMMAND(cmdMasterVolume);
SOUNDCOMMAND(cmdMuteSound);
SOUNDCOMMAND(cmdDummy);
SOUNDCOMMAND(cmdGetPolyphony);
SOUNDCOMMAND(cmdUpdateSound);
SOUNDCOMMAND(cmdInitSound);
SOUNDCOMMAND(cmdDisposeSound);
SOUNDCOMMAND(cmdPlaySound);
SOUNDCOMMAND(cmdStopSound);
SOUNDCOMMAND(cmdPauseSound);
SOUNDCOMMAND(cmdFadeSound);
SOUNDCOMMAND(cmdUpdateCues);
SOUNDCOMMAND(cmdSendMidi);
SOUNDCOMMAND(cmdReverb);
SOUNDCOMMAND(cmdSetSoundHold);
_cmdUpdateCuesIndex = 11;
break;
case SCI_VERSION_1_LATE:
SOUNDCOMMAND(cmdMasterVolume);
SOUNDCOMMAND(cmdMuteSound);
SOUNDCOMMAND(cmdDummy);
SOUNDCOMMAND(cmdGetPolyphony);
SOUNDCOMMAND(cmdGetAudioCapability);
SOUNDCOMMAND(cmdSuspendSound);
SOUNDCOMMAND(cmdInitSound);
SOUNDCOMMAND(cmdDisposeSound);
SOUNDCOMMAND(cmdPlaySound);
SOUNDCOMMAND(cmdStopSound);
SOUNDCOMMAND(cmdPauseSound);
SOUNDCOMMAND(cmdFadeSound);
SOUNDCOMMAND(cmdSetSoundHold);
SOUNDCOMMAND(cmdDummy);
SOUNDCOMMAND(cmdSetSoundVolume);
SOUNDCOMMAND(cmdSetSoundPriority);
SOUNDCOMMAND(cmdSetSoundLoop);
SOUNDCOMMAND(cmdUpdateCues);
SOUNDCOMMAND(cmdSendMidi);
SOUNDCOMMAND(cmdReverb);
SOUNDCOMMAND(cmdUpdateSound);
_cmdUpdateCuesIndex = 17;
break;
default:
warning("Sound command parser: unknown sound version %d", _soundVersion);
break;
}
}
SoundCommandParser::~SoundCommandParser() {
for (SoundCommandContainer::iterator i = _soundCommands.begin(); i != _soundCommands.end(); ++i)
delete *i;
#ifndef USE_OLD_MUSIC_FUNCTIONS
delete _music;
#endif
}
reg_t SoundCommandParser::parseCommand(int argc, reg_t *argv, reg_t acc) {
uint16 command = argv[0].toUint16();
reg_t obj = (argc > 1) ? argv[1] : NULL_REG;
int16 value = (argc > 2) ? argv[2].toSint16() : 0;
_acc = acc;
_argc = argc;
_argv = argv;
if (argc == 6) { // cmdSendMidi
byte channel = argv[2].toUint16() & 0xf;
byte midiCmd = argv[3].toUint16() & 0xff;
uint16 controller = argv[4].toUint16();
uint16 param = argv[5].toUint16();
_midiCommand = (channel | midiCmd) | ((uint32)controller << 8) | ((uint32)param << 16);
}
if (command < _soundCommands.size()) {
if (command != _cmdUpdateCuesIndex) {
//printf("%s, object %04x:%04x\n", _soundCommands[command]->desc, PRINT_REG(obj)); // debug
debugC(2, kDebugLevelSound, "%s, object %04x:%04x", _soundCommands[command]->desc, PRINT_REG(obj));
}
(this->*(_soundCommands[command]->sndCmd))(obj, value);
} else {
warning("Invalid sound command requested (%d), valid range is 0-%d", command, _soundCommands.size() - 1);
}
return _acc;
}
void SoundCommandParser::cmdInitSound(reg_t obj, int16 value) {
if (!obj.segment)
return;
int number = GET_SEL32V(_segMan, obj, number);
#ifdef USE_OLD_MUSIC_FUNCTIONS
SongHandle handle = FROBNICATE_HANDLE(obj);
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if (_soundVersion != SCI_VERSION_1_LATE) {
if (!obj.segment)
return;
}
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SongIteratorType type = (_soundVersion <= SCI_VERSION_0_LATE) ? SCI_SONG_ITERATOR_TYPE_SCI0 : SCI_SONG_ITERATOR_TYPE_SCI1;
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if (_soundVersion <= SCI_VERSION_0_LATE) {
if (GET_SEL32V(_segMan, obj, nodePtr)) {
_state->sfx_song_set_status(handle, SOUND_STATUS_STOPPED);
_state->sfx_remove_song(handle);
}
}
if (!obj.segment || !_resMan->testResource(ResourceId(kResourceTypeSound, number)))
return;
_state->sfx_add_song(build_iterator(_resMan, number, type, handle), 0, handle, number);
// Notify the engine
if (_soundVersion <= SCI_VERSION_0_LATE)
PUT_SEL32V(_segMan, obj, state, kSoundInitialized);
else
PUT_SEL32(_segMan, obj, nodePtr, obj);
PUT_SEL32(_segMan, obj, handle, obj);
#else
MusicEntry *newSound = new MusicEntry();
newSound->resnum = number;
if (number && _resMan->testResource(ResourceId(kResourceTypeSound, number)))
newSound->soundRes = new SoundResource(number, _resMan, _soundVersion);
else
newSound->soundRes = 0;
newSound->soundObj = obj;
newSound->loop = GET_SEL32V(_segMan, obj, loop);
newSound->prio = GET_SEL32V(_segMan, obj, pri) & 0xFF;
if (_soundVersion >= SCI_VERSION_1_LATE)
newSound->volume = CLIP<int>(GET_SEL32V(_segMan, obj, vol), 0, MUSIC_VOLUME_MAX);
// Check if a track with the same sound object is already playing
MusicEntry *oldSound = _music->getSlot(obj);
if (oldSound)
cmdDisposeSound(obj, value);
// In SCI1.1 games, sound effects are started from here. If we can find
// a relevant audio resource, play it, otherwise switch to synthesized
// effects. If the resource exists, play it using map 65535 (sound
// effects map)
if (getSciVersion() >= SCI_VERSION_1_1 && _resMan->testResource(ResourceId(kResourceTypeAudio, number))) {
// Found a relevant audio resource, play it
int sampleLen;
newSound->pStreamAud = _audio->getAudioStream(number, 65535, &sampleLen);
newSound->soundType = Audio::Mixer::kSpeechSoundType;
} else {
if (newSound->soundRes)
_music->soundInitSnd(newSound);
}
_music->pushBackSlot(newSound);
if (newSound->soundRes || newSound->pStreamAud) {
// Notify the engine
if (_soundVersion <= SCI_VERSION_0_LATE)
PUT_SEL32V(_segMan, obj, state, kSoundInitialized);
else
PUT_SEL32(_segMan, obj, nodePtr, obj);
PUT_SEL32(_segMan, obj, handle, obj);
}
#endif
}
void SoundCommandParser::cmdPlaySound(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
SongHandle handle = FROBNICATE_HANDLE(obj);
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if (_soundVersion <= SCI_VERSION_0_LATE) {
_state->sfx_song_set_status(handle, SOUND_STATUS_PLAYING);
_state->sfx_song_set_loops(handle, GET_SEL32V(_segMan, obj, loop));
PUT_SEL32V(_segMan, obj, state, kSoundPlaying);
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} else if (_soundVersion == SCI_VERSION_1_EARLY) {
_state->sfx_song_set_status(handle, SOUND_STATUS_PLAYING);
_state->sfx_song_set_loops(handle, GET_SEL32V(_segMan, obj, loop));
_state->sfx_song_renice(handle, GET_SEL32V(_segMan, obj, pri));
RESTORE_BEHAVIOR rb = (RESTORE_BEHAVIOR) value; /* Too lazy to look up a default value for this */
_state->_songlib.setSongRestoreBehavior(handle, rb);
PUT_SEL32V(_segMan, obj, signal, 0);
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} else if (_soundVersion == SCI_VERSION_1_LATE) {
int looping = GET_SEL32V(_segMan, obj, loop);
//int vol = GET_SEL32V(_segMan, obj, vol);
int pri = GET_SEL32V(_segMan, obj, pri);
int sampleLen = 0;
Song *song = _state->_songlib.findSong(handle);
int songNumber = GET_SEL32V(_segMan, obj, number);
if (GET_SEL32V(_segMan, obj, nodePtr) && (song && songNumber != song->_resourceNum)) {
_state->sfx_song_set_status(handle, SOUND_STATUS_STOPPED);
_state->sfx_remove_song(handle);
PUT_SEL32(_segMan, obj, nodePtr, NULL_REG);
}
if (!GET_SEL32V(_segMan, obj, nodePtr) && obj.segment) {
// In SCI1.1 games, sound effects are started from here. If we can find
// a relevant audio resource, play it, otherwise switch to synthesized
// effects. If the resource exists, play it using map 65535 (sound
// effects map)
if (_resMan->testResource(ResourceId(kResourceTypeAudio, songNumber)) &&
getSciVersion() >= SCI_VERSION_1_1) {
// Found a relevant audio resource, play it
_audio->stopAudio();
warning("Initializing audio resource instead of requested sound resource %d", songNumber);
sampleLen = _audio->startAudio(65535, songNumber);
// Also create iterator, that will fire SI_FINISHED event, when the sound is done playing
_state->sfx_add_song(new_timer_iterator(sampleLen), 0, handle, songNumber);
} else {
if (!_resMan->testResource(ResourceId(kResourceTypeSound, songNumber))) {
warning("Could not open song number %d", songNumber);
// Send a "stop handle" event so that the engine won't wait forever here
_state->sfx_song_set_status(handle, SOUND_STATUS_STOPPED);
PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
return;
}
debugC(2, kDebugLevelSound, "Initializing song number %d\n", songNumber);
_state->sfx_add_song(build_iterator(_resMan, songNumber, SCI_SONG_ITERATOR_TYPE_SCI1,
handle), 0, handle, songNumber);
}
PUT_SEL32(_segMan, obj, nodePtr, obj);
PUT_SEL32(_segMan, obj, handle, obj);
}
if (obj.segment) {
_state->sfx_song_set_status(handle, SOUND_STATUS_PLAYING);
_state->sfx_song_set_loops(handle, looping);
_state->sfx_song_renice(handle, pri);
PUT_SEL32V(_segMan, obj, signal, 0);
}
}
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdPlaySound: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
int number = obj.segment ? GET_SEL32V(_segMan, obj, number) : -1;
if (musicSlot->resnum != number) { // another sound loaded into struct
cmdDisposeSound(obj, value);
cmdInitSound(obj, value);
// Find slot again :)
musicSlot = _music->getSlot(obj);
}
int16 loop = GET_SEL32V(_segMan, obj, loop);
debugC(2, kDebugLevelSound, "cmdPlaySound: resource number %d, loop %d", number, loop);
PUT_SEL32(_segMan, obj, handle, obj);
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if (_soundVersion >= SCI_VERSION_1_EARLY) {
PUT_SEL32(_segMan, obj, nodePtr, obj);
PUT_SEL32V(_segMan, obj, min, 0);
PUT_SEL32V(_segMan, obj, sec, 0);
PUT_SEL32V(_segMan, obj, frame, 0);
PUT_SEL32V(_segMan, obj, signal, 0);
} else {
PUT_SEL32V(_segMan, obj, state, kSoundPlaying);
}
musicSlot->loop = GET_SEL32V(_segMan, obj, loop);
musicSlot->prio = GET_SEL32V(_segMan, obj, priority);
if (_soundVersion >= SCI_VERSION_1_LATE)
musicSlot->volume = GET_SEL32V(_segMan, obj, vol);
_music->soundPlay(musicSlot);
#endif
}
void SoundCommandParser::cmdDummy(reg_t obj, int16 value) {
warning("cmdDummy invoked"); // not supposed to occur
}
#ifdef USE_OLD_MUSIC_FUNCTIONS
void SoundCommandParser::changeSoundStatus(reg_t obj, int newStatus) {
SongHandle handle = FROBNICATE_HANDLE(obj);
if (obj.segment) {
_state->sfx_song_set_status(handle, newStatus);
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if (_soundVersion <= SCI_VERSION_0_LATE)
PUT_SEL32V(_segMan, obj, state, newStatus);
}
}
#endif
void SoundCommandParser::cmdDisposeSound(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
SongHandle handle = FROBNICATE_HANDLE(obj);
changeSoundStatus(obj, SOUND_STATUS_STOPPED);
if (obj.segment) {
_state->sfx_remove_song(handle);
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if (_soundVersion <= SCI_VERSION_0_LATE)
PUT_SEL32V(_segMan, obj, handle, 0x0000);
}
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdDisposeSound: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
cmdStopSound(obj, value);
_music->soundKill(musicSlot);
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if (_soundVersion >= SCI_VERSION_1_EARLY)
PUT_SEL32(_segMan, obj, nodePtr, NULL_REG);
else
PUT_SEL32V(_segMan, obj, state, kSoundStopped);
#endif
}
void SoundCommandParser::cmdStopSound(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
changeSoundStatus(obj, SOUND_STATUS_STOPPED);
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if (_soundVersion >= SCI_VERSION_1_EARLY)
PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdStopSound: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
PUT_SEL32V(_segMan, obj, handle, 0);
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if (_soundVersion <= SCI_VERSION_0_LATE)
PUT_SEL32V(_segMan, obj, state, kSoundStopped);
else
PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
musicSlot->dataInc = 0;
musicSlot->signal = 0;
_music->soundStop(musicSlot);
#endif
}
void SoundCommandParser::cmdPauseSound(reg_t obj, int16 value) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (!obj.segment)
return;
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if (_soundVersion <= SCI_VERSION_0_LATE)
changeSoundStatus(obj, SOUND_STATUS_SUSPENDED);
else
changeSoundStatus(obj, value ? SOUND_STATUS_SUSPENDED : SOUND_STATUS_PLAYING);
#else
if (!obj.segment) { // pause the whole playlist
// Pausing/Resuming the whole playlist was introduced
// in the SCI1 late sound scheme
if (_soundVersion <= SCI_VERSION_1_EARLY)
return;
_music->pauseAll(value);
} else { // pause a playlist slot
Common::StackLock lock(_music->_mutex);
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdPauseSound: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
if (_soundVersion <= SCI_VERSION_0_LATE) {
// Always pause the sound in SCI0 games. It's resumed in cmdResumeSound()
PUT_SEL32V(_segMan, musicSlot->soundObj, state, kSoundPaused);
_music->soundPause(musicSlot);
} else {
_music->soundToggle(musicSlot, value);
}
}
#endif
}
void SoundCommandParser::cmdResumeSound(reg_t obj, int16 value) {
// SCI0 only command
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
changeSoundStatus(obj, SOUND_STATUS_PLAYING);
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdResumeSound: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
PUT_SEL32V(_segMan, musicSlot->soundObj, state, kSoundPlaying);
_music->soundResume(musicSlot);
#endif
}
void SoundCommandParser::cmdMuteSound(reg_t obj, int16 value) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
if (_argc > 1) // the first parameter is the sound command
_music->soundSetSoundOn(obj.toUint16());
_acc = make_reg(0, _music->soundGetSoundOn());
#endif
}
void SoundCommandParser::cmdMasterVolume(reg_t obj, int16 value) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
_acc = make_reg(0, _state->sfx_getVolume());
if (obj != SIGNAL_REG)
_state->sfx_setVolume(obj.toSint16());
#else
debugC(2, kDebugLevelSound, "cmdMasterVolume: %d", value);
_acc = make_reg(0, _music->soundGetMasterVolume());
if (_argc > 1) { // the first parameter is the sound command
int vol = CLIP<int16>(obj.toSint16(), 0, kMaxSciVolume);
vol = vol * Audio::Mixer::kMaxMixerVolume / kMaxSciVolume;
ConfMan.setInt("music_volume", vol);
ConfMan.setInt("sfx_volume", vol);
g_engine->syncSoundSettings();
}
#endif
}
void SoundCommandParser::cmdFadeSound(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
SongHandle handle = FROBNICATE_HANDLE(obj);
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if (_soundVersion != SCI_VERSION_1_LATE) {
/*s->sound_server->command(s, SOUND_COMMAND_FADE_HANDLE, obj, 120);*/ /* Fade out in 2 secs */
/* FIXME: The next couple of lines actually STOP the handle, rather
** than fading it! */
_state->sfx_song_set_status(handle, SOUND_STATUS_STOPPED);
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if (_soundVersion <= SCI_VERSION_0_LATE)
PUT_SEL32V(_segMan, obj, state, SOUND_STATUS_STOPPED);
PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
} else {
fade_params_t fade;
fade.final_volume = _argv[2].toUint16();
fade.ticks_per_step = _argv[3].toUint16();
fade.step_size = _argv[4].toUint16();
fade.action = _argv[5].toUint16() ?
FADE_ACTION_FADE_AND_STOP :
FADE_ACTION_FADE_AND_CONT;
_state->sfx_song_set_fade(handle, &fade);
/* FIXME: The next couple of lines actually STOP the handle, rather
** than fading it! */
if (_argv[5].toUint16()) {
PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
_state->sfx_song_set_status(handle, SOUND_STATUS_STOPPED);
} else {
// FIXME: Support fade-and-continue. For now, send signal right away.
PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
}
}
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdFadeSound: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
int volume = musicSlot->volume;
switch (_argc) {
case 2: // SCI0
// SCI0 fades out all the time and when fadeout is done it will also stop the music from playing
musicSlot->fadeTo = 0;
musicSlot->fadeStep = -5;
musicSlot->fadeTickerStep = 10 * 16667 / _music->soundGetTempo();
musicSlot->fadeTicker = 0;
break;
case 5: // SCI01+
case 6: // SCI1+ (SCI1 late sound scheme), with fade and continue
musicSlot->fadeTo = CLIP<uint16>(_argv[2].toUint16(), 0, MUSIC_VOLUME_MAX);
musicSlot->fadeStep = volume > _argv[2].toUint16() ? -_argv[4].toUint16() : _argv[4].toUint16();
musicSlot->fadeTickerStep = _argv[3].toUint16() * 16667 / _music->soundGetTempo();
musicSlot->fadeTicker = 0;
musicSlot->stopAfterFading = (_argc == 6) ? (_argv[5].toUint16() != 0) : false;
break;
default:
error("cmdFadeSound: unsupported argc %d", _argc);
}
debugC(2, kDebugLevelSound, "cmdFadeSound: to %d, step %d, ticker %d", musicSlot->fadeTo, musicSlot->fadeStep, musicSlot->fadeTickerStep);
#endif
}
void SoundCommandParser::cmdGetPolyphony(reg_t obj, int16 value) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
_acc = make_reg(0, _state->sfx_get_player_polyphony());
#else
_acc = make_reg(0, _music->soundGetVoices()); // Get the number of voices
#endif
}
void SoundCommandParser::cmdUpdateSound(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
SongHandle handle = FROBNICATE_HANDLE(obj);
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if (_soundVersion <= SCI_VERSION_0_LATE && obj.segment) {
_state->sfx_song_set_loops(handle, GET_SEL32V(_segMan, obj, loop));
script_set_priority(_resMan, _segMan, _state, obj, GET_SEL32V(_segMan, obj, pri));
}
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdUpdateSound: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
musicSlot->loop = GET_SEL32V(_segMan, obj, loop);
int16 objVol = CLIP<int>(GET_SEL32V(_segMan, obj, vol), 0, 255);
if (objVol != musicSlot->volume)
_music->soundSetVolume(musicSlot, objVol);
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uint32 objPrio = GET_SEL32V(_segMan, obj, pri);
if (objPrio != musicSlot->prio)
_music->soundSetPriority(musicSlot, objPrio);
#endif
}
void SoundCommandParser::cmdUpdateCues(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
int signal = 0;
int min = 0;
int sec = 0;
int frame = 0;
int result = SI_LOOP; // small hack
SongHandle handle = FROBNICATE_HANDLE(obj);
while (result == SI_LOOP)
result = _state->sfx_poll_specific(handle, &signal);
switch (result) {
case SI_ABSOLUTE_CUE:
debugC(2, kDebugLevelSound, "--- [CUE] %04x:%04x Absolute Cue: %d\n",
PRINT_REG(obj), signal);
debugC(2, kDebugLevelSound, "abs-signal %04X\n", signal);
PUT_SEL32V(_segMan, obj, signal, signal);
break;
case SI_RELATIVE_CUE:
debugC(2, kDebugLevelSound, "--- [CUE] %04x:%04x Relative Cue: %d\n",
PRINT_REG(obj), signal);
/* FIXME to match commented-out semantics
* below, with proper storage of dataInc and
* signal in the iterator code. */
PUT_SEL32V(_segMan, obj, dataInc, signal);
debugC(2, kDebugLevelSound, "rel-signal %04X\n", signal);
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if (_soundVersion == SCI_VERSION_1_EARLY)
PUT_SEL32V(_segMan, obj, signal, signal);
else
PUT_SEL32V(_segMan, obj, signal, signal + 127);
break;
case SI_FINISHED:
debugC(2, kDebugLevelSound, "--- [FINISHED] %04x:%04x\n", PRINT_REG(obj));
PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
break;
case SI_LOOP:
break; // Doesn't happen
}
//switch (signal) {
//case 0x00:
// if (dataInc!=GET_SEL32V(segMan, obj, dataInc)) {
// PUT_SEL32V(segMan, obj, dataInc, dataInc);
// PUT_SEL32V(segMan, obj, signal, dataInc+0x7f);
// } else {
// PUT_SEL32V(segMan, obj, signal, signal);
// }
// break;
//case 0xFF: // May be unnecessary
// s->_sound.sfx_song_set_status(handle, SOUND_STATUS_STOPPED);
// break;
//default :
// if (dataInc!=GET_SEL32V(segMan, obj, dataInc)) {
// PUT_SEL32V(segMan, obj, dataInc, dataInc);
// PUT_SEL32V(segMan, obj, signal, dataInc + 0x7f);
// } else {
// PUT_SEL32V(segMan, obj, signal, signal);
// }
// break;
//}
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if (_soundVersion == SCI_VERSION_1_EARLY) {
PUT_SEL32V(_segMan, obj, min, min);
PUT_SEL32V(_segMan, obj, sec, sec);
PUT_SEL32V(_segMan, obj, frame, frame);
}
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdUpdateCues: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
if (musicSlot->pStreamAud) {
// Update digital sound effect slots
uint currentLoopCounter = 0;
if (musicSlot->pLoopStream)
currentLoopCounter = musicSlot->pLoopStream->getCompleteIterations();
if (currentLoopCounter != musicSlot->sampleLoopCounter) {
// during last time we looped at least one time, update loop accordingly
musicSlot->loop -= currentLoopCounter - musicSlot->sampleLoopCounter;
musicSlot->sampleLoopCounter = currentLoopCounter;
}
if (!_music->soundIsActive(musicSlot)) {
cmdStopSound(obj, 0);
} else {
_music->updateAudioStreamTicker(musicSlot);
}
// We get a flag from MusicEntry::doFade() here to set volume for the stream
if (musicSlot->fadeSetVolume) {
_music->soundSetVolume(musicSlot, musicSlot->volume);
musicSlot->fadeSetVolume = false;
}
} else {
// Update MIDI slots
if (musicSlot->signal == 0) {
if (musicSlot->dataInc != GET_SEL32V(_segMan, obj, dataInc)) {
if (_kernel->_selectorCache.dataInc > -1)
PUT_SEL32V(_segMan, obj, dataInc, musicSlot->dataInc);
PUT_SEL32V(_segMan, obj, signal, musicSlot->dataInc + 127);
}
} else {
// Sync the signal of the sound object
PUT_SEL32V(_segMan, obj, signal, musicSlot->signal);
// We need to do this especially because state selector needs to get updated
if (musicSlot->signal == SIGNAL_OFFSET)
cmdStopSound(obj, 0);
}
}
if (musicSlot->fadeCompleted) {
musicSlot->fadeCompleted = false;
if (_soundVersion <= SCI_VERSION_0_LATE) {
cmdStopSound(obj, 0);
} else {
PUT_SEL32V(_segMan, obj, signal, SIGNAL_OFFSET);
if (musicSlot->stopAfterFading)
cmdStopSound(obj, 0);
}
}
// Sync loop selector for SCI0
if (_soundVersion <= SCI_VERSION_0_LATE)
PUT_SEL32V(_segMan, obj, loop, musicSlot->loop);
musicSlot->signal = 0;
if (_soundVersion >= SCI_VERSION_1_EARLY) {
PUT_SEL32V(_segMan, obj, min, musicSlot->ticker / 3600);
PUT_SEL32V(_segMan, obj, sec, musicSlot->ticker % 3600 / 60);
PUT_SEL32V(_segMan, obj, frame, musicSlot->ticker);
}
#endif
}
void SoundCommandParser::cmdSendMidi(reg_t obj, int16 value) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
//SongHandle handle = FROBNICATE_HANDLE(obj);
//_state->sfx_send_midi(handle, value, _midiCmd, _controller, _param);
#else
_music->sendMidiCommand(_midiCommand);
#endif
}
void SoundCommandParser::cmdReverb(reg_t obj, int16 value) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music->setReverb(obj.toUint16() & 0xF);
#endif
}
void SoundCommandParser::cmdSetSoundHold(reg_t obj, int16 value) {
#ifdef USE_OLD_MUSIC_FUNCTIONS
SongHandle handle = FROBNICATE_HANDLE(obj);
_state->sfx_song_set_hold(handle, value);
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdSetSoundHold: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
// Set the special hold marker ID where the song should be looped at.
musicSlot->hold = value;
#endif
}
void SoundCommandParser::cmdGetAudioCapability(reg_t obj, int16 value) {
// Tests for digital audio support
_acc = make_reg(0, 1);
}
void SoundCommandParser::cmdStopAllSounds(reg_t obj, int16 value) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
Common::StackLock(_music->_mutex);
const MusicList::iterator end = _music->getPlayListEnd();
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
if (_soundVersion <= SCI_VERSION_0_LATE)
PUT_SEL32V(_segMan, (*i)->soundObj, state, kSoundStopped);
else
PUT_SEL32V(_segMan, (*i)->soundObj, signal, SIGNAL_OFFSET);
(*i)->dataInc = 0;
_music->soundStop(*i);
}
#endif
}
void SoundCommandParser::cmdSetSoundVolume(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifndef USE_OLD_MUSIC_FUNCTIONS
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
// Do not throw a warning if the sound can't be found, as in some games
// this is called before the actual sound is loaded (e.g. SQ4CD, with the
// drum sounds of the energizer bunny at the beginning), so this is normal
// behavior
//warning("cmdSetSoundVolume: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
debugC(2, kDebugLevelSound, "cmdSetSoundVolume: %d", value);
value = CLIP<int>(value, 0, MUSIC_VOLUME_MAX);
if (musicSlot->volume != value) {
musicSlot->volume = value;
_music->soundSetVolume(musicSlot, value);
PUT_SEL32V(_segMan, obj, vol, value);
}
#endif
}
void SoundCommandParser::cmdSetSoundPriority(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
script_set_priority(_resMan, _segMan, _state, obj, value);
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
warning("cmdSetSoundPriority: Slot not found (%04x:%04x)", PRINT_REG(obj));
return;
}
if (value == -1) {
// Set priority from the song data
Resource *song = _resMan->findResource(ResourceId(kResourceTypeSound, musicSlot->resnum), 0);
if (song->data[0] == 0xf0)
_music->soundSetPriority(musicSlot, song->data[1]);
else
warning("cmdSetSoundPriority: Attempt to unset song priority when there is no built-in value");
//pSnd->prio=0;field_15B=0
PUT_SEL32V(_segMan, obj, flags, GET_SEL32V(_segMan, obj, flags) & 0xFD);
} else {
// Scripted priority
//pSnd->field_15B=1;
PUT_SEL32V(_segMan, obj, flags, GET_SEL32V(_segMan, obj, flags) | 2);
//DoSOund(0xF,hobj,w)
}
#endif
}
void SoundCommandParser::cmdSetSoundLoop(reg_t obj, int16 value) {
if (!obj.segment)
return;
#ifdef USE_OLD_MUSIC_FUNCTIONS
if (!GET_SEL32(_segMan, obj, nodePtr).isNull()) {
SongHandle handle = FROBNICATE_HANDLE(obj);
_state->sfx_song_set_loops(handle, value);
}
#else
MusicEntry *musicSlot = _music->getSlot(obj);
if (!musicSlot) {
// Apparently, it's perfectly normal for a game to call cmdSetSoundLoop
// before actually initializing the sound and adding it to the playlist
// with cmdInitSound. Usually, it doesn't matter if the game doesn't
// request to loop the sound, so in this case, don't throw any warning,
// otherwise do, because the sound won't be looped
if (value == -1) {
warning("cmdSetSoundLoop: Slot not found (%04x:%04x) and the song was requested to be looped", PRINT_REG(obj));
} else {
// Doesn't really matter
}
return;
}
if (value == -1) {
musicSlot->loop = 0xFFFF;
} else {
musicSlot->loop = 1; // actually plays the music once
}
PUT_SEL32V(_segMan, obj, loop, musicSlot->loop);
#endif
}
void SoundCommandParser::cmdSuspendSound(reg_t obj, int16 value) {
// TODO
warning("STUB: cmdSuspendSound");
}
#ifndef USE_OLD_MUSIC_FUNCTIONS
void SoundCommandParser::updateSci0Cues() {
Common::StackLock(_music->_mutex);
const MusicList::iterator end = _music->getPlayListEnd();
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
// Is the sound stopped, and the sound object updated too? If yes, skip
// this sound, as SCI0 only allows one active song
if ((*i)->signal == 0 && (*i)->status != kSoundPlaying)
continue;
cmdUpdateCues((*i)->soundObj, 0);
}
}
#endif
void SoundCommandParser::clearPlayList() {
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music->clearPlayList();
#endif
}
void SoundCommandParser::syncPlayList(Common::Serializer &s) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music->saveLoadWithSerializer(s);
#endif
}
void SoundCommandParser::reconstructPlayList(int savegame_version) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
Common::StackLock lock(_music->_mutex);
const MusicList::iterator end = _music->getPlayListEnd();
for (MusicList::iterator i = _music->getPlayListStart(); i != end; ++i) {
if (savegame_version < 14) {
(*i)->dataInc = GET_SEL32V(_segMan, (*i)->soundObj, dataInc);
(*i)->signal = GET_SEL32V(_segMan, (*i)->soundObj, signal);
if (_soundVersion >= SCI_VERSION_1_LATE)
(*i)->volume = GET_SEL32V(_segMan, (*i)->soundObj, vol);
}
if ((*i)->resnum && _resMan->testResource(ResourceId(kResourceTypeSound, (*i)->resnum))) {
(*i)->soundRes = new SoundResource((*i)->resnum, _resMan, _soundVersion);
_music->soundInitSnd(*i);
} else {
(*i)->soundRes = 0;
}
if ((*i)->status == kSoundPlaying)
cmdPlaySound((*i)->soundObj, 0);
}
#endif
}
void SoundCommandParser::printPlayList(Console *con) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music->printPlayList(con);
#endif
}
void SoundCommandParser::printSongInfo(reg_t obj, Console *con) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music->printSongInfo(obj, con);
#endif
}
void SoundCommandParser::stopAllSounds() {
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music->stopAll();
#endif
}
void SoundCommandParser::startNewSound(int number) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
Common::StackLock lock(_music->_mutex);
// Overwrite the first sound in the playlist
MusicEntry *song = *_music->getPlayListStart();
reg_t soundObj = song->soundObj;
cmdDisposeSound(soundObj, 0);
PUT_SEL32V(_segMan, soundObj, number, number);
cmdInitSound(soundObj, 0);
cmdPlaySound(soundObj, 0);
#endif
}
void SoundCommandParser::setMasterVolume(int vol) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music->soundSetMasterVolume(vol);
#endif
}
void SoundCommandParser::pauseAll(bool pause) {
#ifndef USE_OLD_MUSIC_FUNCTIONS
_music->pauseAll(pause);
#endif
}
} // End of namespace Sci