SCI32: Rewrite digital audio engine

This provides a complete implementation of kDoAudio through
SCI2.1mid, plus partial implementation of SCI3 features.

Digital audio calls shunted through kDoSound have also been
updated to go through the SCI32 audio mixer, though these shunts
are a bit hacky because the ScummVM implementation of kDoSound
does not currently match how SSCI kDoSound is designed.

It is probably possible in the future to just replace the SCI1.1
audio code (audio.cpp) with the new SCI32 code, since the major
differences seem to be that (1) SCI1.1 only supported one digital
audio playback channel (this is configurable already), (2) it
had extra commands for CD audio playback and queued sample
playback.
This commit is contained in:
Colin Snover 2016-03-18 22:55:56 -05:00
parent 5d3385750d
commit 46551fd4b5
19 changed files with 2341 additions and 56 deletions

View file

@ -68,6 +68,7 @@
#include "sci/graphics/palette32.h"
#include "sci/graphics/text32.h"
#include "sci/graphics/frameout.h"
#include "sci/sound/audio32.h"
#include "sci/video/robot_decoder.h"
#endif
@ -88,6 +89,9 @@ SciEngine::SciEngine(OSystem *syst, const ADGameDescription *desc, SciGameId gam
_audio = 0;
_sync = nullptr;
#ifdef ENABLE_SCI32
_audio32 = nullptr;
#endif
_features = 0;
_resMan = 0;
_gamestate = 0;
@ -167,6 +171,7 @@ SciEngine::~SciEngine() {
delete _robotDecoder;
delete _gfxFrameout;
delete _gfxRemap32;
delete _audio32;
#endif
delete _gfxMenu;
delete _gfxControls16;
@ -269,7 +274,13 @@ Common::Error SciEngine::run() {
// Also, XMAS1990 apparently had a parser too. Refer to http://forums.scummvm.org/viewtopic.php?t=9135
if (getGameId() == GID_CHRISTMAS1990)
_vocabulary = new Vocabulary(_resMan, false);
_audio = new AudioPlayer(_resMan);
#ifdef ENABLE_SCI32
if (getSciVersion() >= SCI_VERSION_2_1_EARLY) {
_audio32 = new Audio32(_resMan);
} else
#endif
_audio = new AudioPlayer(_resMan);
_sync = new Sync(_resMan, segMan);
_gamestate = new EngineState(segMan);
_eventMan = new EventManager(_resMan->detectFontExtended());
@ -805,7 +816,9 @@ void SciEngine::runGame() {
void SciEngine::exitGame() {
if (_gamestate->abortScriptProcessing != kAbortLoadGame) {
_gamestate->_executionStack.clear();
_audio->stopAllAudio();
if (_audio) {
_audio->stopAllAudio();
}
_sync->stop();
_soundCmd->clearPlayList();
}