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sound.cpp

/* 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: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-1-0/engines/agos/sound.cpp $
 * $Id: sound.cpp 47846 2010-02-03 09:42:11Z lordhoto $
 *
 */

#include "common/file.h"
#include "common/util.h"

#include "agos/agos.h"
#include "agos/sound.h"

#include "sound/audiostream.h"
#include "sound/decoders/flac.h"
#include "sound/mixer.h"
#include "sound/decoders/mp3.h"
#include "sound/decoders/raw.h"
#include "sound/decoders/voc.h"
#include "sound/decoders/vorbis.h"
#include "sound/decoders/wave.h"

using Common::File;

namespace AGOS {

#define SOUND_BIG_ENDIAN true

class BaseSound : Common::NonCopyable {
protected:
      File *_file;
      uint32 *_offsets;
      Audio::Mixer *_mixer;
      bool _freeOffsets;
      DisposeAfterUse::Flag _disposeFile;

public:
      BaseSound(Audio::Mixer *mixer, File *file, uint32 base, bool bigEndian, DisposeAfterUse::Flag disposeFileAfterUse = DisposeAfterUse::YES);
      BaseSound(Audio::Mixer *mixer, File *file, uint32 *offsets, DisposeAfterUse::Flag disposeFileAfterUse = DisposeAfterUse::YES);
      virtual ~BaseSound();

      void playSound(uint sound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol = 0) {
            playSound(sound, sound, type, handle, loop, vol);
      }
      virtual void playSound(uint sound, uint loopSound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol = 0) = 0;
      virtual Audio::AudioStream *makeAudioStream(uint sound) = 0;
};

BaseSound::BaseSound(Audio::Mixer *mixer, File *file, uint32 base, bool bigEndian, DisposeAfterUse::Flag disposeFileAfterUse)
      : _mixer(mixer), _file(file), _disposeFile(disposeFileAfterUse) {

      uint res = 0;
      uint32 size;

      _file->seek(base + sizeof(uint32), SEEK_SET);
      if (bigEndian)
            size = _file->readUint32BE();
      else
            size = _file->readUint32LE();

      // The Feeble Files uses set amount of voice offsets
      if (size == 0)
            size = 40000;

      res = size / sizeof(uint32);

      _offsets = (uint32 *)malloc(size + sizeof(uint32));
      _freeOffsets = true;

      _file->seek(base, SEEK_SET);

      for (uint i = 0; i < res; i++) {
            if (bigEndian)
                  _offsets[i] = base + _file->readUint32BE();
            else
                  _offsets[i] = base + _file->readUint32LE();
      }

      // only needed for mp3
      _offsets[res] = _file->size();
}

BaseSound::BaseSound(Audio::Mixer *mixer, File *file, uint32 *offsets, DisposeAfterUse::Flag disposeFileAfterUse)
      : _mixer(mixer), _file(file), _disposeFile(disposeFileAfterUse) {

      _offsets = offsets;
      _freeOffsets = false;
}

BaseSound::~BaseSound() {
      if (_freeOffsets)
            free(_offsets);
      if (_disposeFile == DisposeAfterUse::YES)
            delete _file;
}

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

class LoopingAudioStream : public Audio::AudioStream {
private:
      BaseSound *_parent;
      Audio::AudioStream *_stream;
      bool _loop;
      uint _sound;
      uint _loopSound;
public:
      LoopingAudioStream(BaseSound *parent, uint sound, uint loopSound, bool loop);
      ~LoopingAudioStream();
      int readBuffer(int16 *buffer, const int numSamples);
      bool isStereo() const { return _stream ? _stream->isStereo() : 0; }
      bool endOfData() const;
      int getRate() const { return _stream ? _stream->getRate() : 22050; }
};

LoopingAudioStream::LoopingAudioStream(BaseSound *parent, uint sound, uint loopSound, bool loop) {
      _parent = parent;
      _sound = sound;
      _loop = loop;
      _loopSound = loopSound;

      _stream = _parent->makeAudioStream(sound);
}

LoopingAudioStream::~LoopingAudioStream() {
      delete _stream;
}

int LoopingAudioStream::readBuffer(int16 *buffer, const int numSamples) {
      if (!_loop) {
            return _stream->readBuffer(buffer, numSamples);
      }

      int16 *buf = buffer;
      int samplesLeft = numSamples;

      while (samplesLeft > 0) {
            int len = _stream->readBuffer(buf, samplesLeft);
            if (len < samplesLeft) {
                  delete _stream;
                  _stream = _parent->makeAudioStream(_loopSound);
            }
            samplesLeft -= len;
            buf += len;
      }

      return numSamples;
}

bool LoopingAudioStream::endOfData() const {
      if (!_stream)
            return true;
      if (_loop)
            return false;
      return _stream->endOfData();
}

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

static void convertVolume(int &vol) {
      // DirectSound was orginally used, which specifies volume
      // and panning differently than ScummVM does, using a logarithmic scale
      // rather than a linear one.
      //
      // Volume is a value between -10,000 and 0.
      //
      // In both cases, the -10,000 represents -100 dB. When panning, only
      // one speaker's volume is affected - just like in ScummVM - with
      // negative values affecting the left speaker, and positive values
      // affecting the right speaker. Thus -10,000 means the left speaker is
      // silent.

      int v = CLIP(vol, -10000, 0);
      if (v) {
            vol = (int)((double)Audio::Mixer::kMaxChannelVolume * pow(10.0, (double)v / 2000.0) + 0.5);
      } else {
            vol = Audio::Mixer::kMaxChannelVolume;
      }
}

static void convertPan(int &pan) {
      // DirectSound was orginally used, which specifies volume
      // and panning differently than ScummVM does, using a logarithmic scale
      // rather than a linear one.
      //
      // Panning is a value between -10,000 and 10,000.
      //
      // In both cases, the -10,000 represents -100 dB. When panning, only
      // one speaker's volume is affected - just like in ScummVM - with
      // negative values affecting the left speaker, and positive values
      // affecting the right speaker. Thus -10,000 means the left speaker is
      // silent.

      int p = CLIP(pan, -10000, 10000);
      if (p < 0) {
            pan = (int)(255.0 * pow(10.0, (double)p / 2000.0) + 127.5);
      } else if (p > 0) {
            pan = (int)(255.0 * pow(10.0, (double)p / -2000.0) - 127.5);
      } else {
            pan = 0;
      }
}

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

class WavSound : public BaseSound {
public:
      WavSound(Audio::Mixer *mixer, File *file, uint32 base = 0, DisposeAfterUse::Flag disposeFileAfterUse = DisposeAfterUse::YES)
            : BaseSound(mixer, file, base, false, disposeFileAfterUse) {}
      WavSound(Audio::Mixer *mixer, File *file, uint32 *offsets) : BaseSound(mixer, file, offsets) {}
      Audio::AudioStream *makeAudioStream(uint sound);
      void playSound(uint sound, uint loopSound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol = 0);
};

Audio::AudioStream *WavSound::makeAudioStream(uint sound) {
      if (_offsets == NULL)
            return NULL;

      _file->seek(_offsets[sound], SEEK_SET);
      return Audio::makeWAVStream(_file, DisposeAfterUse::NO);
}

void WavSound::playSound(uint sound, uint loopSound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol) {
      convertVolume(vol);
      _mixer->playInputStream(type, handle, new LoopingAudioStream(this, sound, loopSound, loop), -1, vol);
}

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

class VocSound : public BaseSound {
      const byte _flags;
public:
      VocSound(Audio::Mixer *mixer, File *file, bool isUnsigned, uint32 base = 0, bool bigEndian = false, DisposeAfterUse::Flag disposeFileAfterUse = DisposeAfterUse::YES)
            : BaseSound(mixer, file, base, bigEndian, disposeFileAfterUse), _flags(isUnsigned ? Audio::FLAG_UNSIGNED : 0) {}
      Audio::AudioStream *makeAudioStream(uint sound);
      void playSound(uint sound, uint loopSound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol = 0);
};

Audio::AudioStream *VocSound::makeAudioStream(uint sound) {
      assert(_offsets);
      _file->seek(_offsets[sound], SEEK_SET);
      return Audio::makeVOCStream(*_file, _flags);
}

void VocSound::playSound(uint sound, uint loopSound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol) {
      convertVolume(vol);
      _mixer->playInputStream(type, handle, new LoopingAudioStream(this, sound, loopSound, loop), -1, vol);
}

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

// This class is only used by speech in Simon1 Amiga CD32
class RawSound : public BaseSound {
      const byte _flags;
public:
      RawSound(Audio::Mixer *mixer, File *file, bool isUnsigned)
            : BaseSound(mixer, file, 0, SOUND_BIG_ENDIAN), _flags(isUnsigned ? Audio::FLAG_UNSIGNED : 0) {}
      Audio::AudioStream *makeAudioStream(uint sound);
      void playSound(uint sound, uint loopSound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol = 0);
};

Audio::AudioStream *RawSound::makeAudioStream(uint sound) {
      if (_offsets == NULL)
            return NULL;

      _file->seek(_offsets[sound], SEEK_SET);

      uint size = _file->readUint32BE();
      byte *buffer = (byte *)malloc(size);
      assert(buffer);
      _file->read(buffer, size);

      return Audio::makeRawStream(buffer, size, 22050, _flags);
}

void RawSound::playSound(uint sound, uint loopSound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol) {
      // Sound looping and volume are ignored.
      _mixer->playInputStream(type, handle, makeAudioStream(sound));
}

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

class CompressedSound : public BaseSound {
public:
      CompressedSound(Audio::Mixer *mixer, File *file, uint32 base) : BaseSound(mixer, file, base, false) {}

      Common::MemoryReadStream *loadStream(uint sound) const {
            if (_offsets == NULL)
                  return NULL;

            _file->seek(_offsets[sound], SEEK_SET);

            int i = 1;
            while (_offsets[sound + i] == _offsets[sound])
                  i++;

            uint32 size = _offsets[sound + i] - _offsets[sound];

            return _file->readStream(size);
      }

      void playSound(uint sound, uint loopSound, Audio::Mixer::SoundType type, Audio::SoundHandle *handle, bool loop, int vol = 0) {
            convertVolume(vol);
            _mixer->playInputStream(type, handle, new LoopingAudioStream(this, sound, loopSound, loop), -1, vol);
      }
};

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

#ifdef USE_MAD
class MP3Sound : public CompressedSound {
public:
      MP3Sound(Audio::Mixer *mixer, File *file, uint32 base = 0) : CompressedSound(mixer, file, base) {}
      Audio::AudioStream *makeAudioStream(uint sound) {
            Common::MemoryReadStream *tmp = loadStream(sound);
            if (!tmp)
                  return NULL;
            return Audio::makeMP3Stream(tmp, DisposeAfterUse::YES);
      }
};
#endif

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

#ifdef USE_VORBIS
class VorbisSound : public CompressedSound {
public:
      VorbisSound(Audio::Mixer *mixer, File *file, uint32 base = 0) : CompressedSound(mixer, file, base) {}
      Audio::AudioStream *makeAudioStream(uint sound) {
            Common::MemoryReadStream *tmp = loadStream(sound);
            if (!tmp)
                  return NULL;
            return Audio::makeVorbisStream(tmp, DisposeAfterUse::YES);
      }
};
#endif

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

#ifdef USE_FLAC
class FLACSound : public CompressedSound {
public:
      FLACSound(Audio::Mixer *mixer, File *file, uint32 base = 0) : CompressedSound(mixer, file, base) {}
      Audio::AudioStream *makeAudioStream(uint sound) {
            Common::MemoryReadStream *tmp = loadStream(sound);
            if (!tmp)
                  return NULL;
            return Audio::makeFLACStream(tmp, DisposeAfterUse::YES);
      }
};
#endif

///////////////////////////////////////////////////////////////////////////////
#pragma mark -

static CompressedSound *makeCompressedSound(Audio::Mixer *mixer, File *file, const Common::String &basename) {
#ifdef USE_FLAC
      file->open(basename + ".fla");
      if (file->isOpen()) {
            return new FLACSound(mixer, file);
      }
#endif
#ifdef USE_VORBIS
      file->open(basename + ".ogg");
      if (file->isOpen()) {
            return new VorbisSound(mixer, file);
      }
#endif
#ifdef USE_MAD
      file->open(basename + ".mp3");
      if (file->isOpen()) {
            return new MP3Sound(mixer, file);
      }
#endif
      return 0;
}


///////////////////////////////////////////////////////////////////////////////
#pragma mark -

Sound::Sound(AGOSEngine *vm, const GameSpecificSettings *gss, Audio::Mixer *mixer)
      : _vm(vm), _mixer(mixer) {
      _voice = 0;
      _effects = 0;

      _effectsPaused = false;
      _ambientPaused = false;
      _sfx5Paused = false;

      _filenums = 0;
      _lastVoiceFile = 0;
      _offsets = 0;

      _hasEffectsFile = false;
      _hasVoiceFile = false;

      _ambientPlaying = 0;

      _soundQueuePtr = 0;
      _soundQueueNum = 0;
      _soundQueueSize = 0;
      _soundQueueFreq = 0;

      if (_vm->getFeatures() & GF_TALKIE) {
            loadVoiceFile(gss);

            if (_vm->getGameType() == GType_SIMON1)
                  loadSfxFile(gss);
      }
}

Sound::~Sound() {
      delete _voice;
      delete _effects;

      free(_filenums);
      free(_offsets);
}

void Sound::loadVoiceFile(const GameSpecificSettings *gss) {
      // Game versions which use separate voice files
      if (_vm->getGameType() == GType_FF || _vm->getGameId() == GID_SIMON1CD32)
            return;


      char filename[16];
      File *file = new File();

      if (!_hasVoiceFile) {
            _voice = makeCompressedSound(_mixer, file, gss->speech_filename);
            _hasVoiceFile = (_voice != 0);
      }
      if (!_hasVoiceFile && _vm->getGameType() == GType_SIMON2) {
            // for simon2 mac/amiga, only read index file
            file->open("voices.idx");
            if (file->isOpen() == true) {
                  int end = file->size();
                  _filenums = (uint16 *)malloc((end / 6 + 1) * 2);
                  _offsets = (uint32 *)malloc((end / 6 + 1) * 4);

                  for (int i = 1; i <= end / 6; i++) {
                        _filenums[i] = file->readUint16BE();
                        _offsets[i] = file->readUint32BE();
                  }
                  _hasVoiceFile = true;
            }
      }
      if (!_hasVoiceFile) {
            sprintf(filename, "%s.wav", gss->speech_filename);
            file->open(filename);
            if (file->isOpen()) {
                  _hasVoiceFile = true;
                  _voice = new WavSound(_mixer, file);
            }
      }

      const bool dataIsUnsigned = true;

      if (!_hasVoiceFile) {
            sprintf(filename, "%s.voc", gss->speech_filename);
            file->open(filename);
            if (file->isOpen()) {
                  _hasVoiceFile = true;
                  _voice = new VocSound(_mixer, file, dataIsUnsigned);
            }
      }
      if (!_hasVoiceFile) {
            sprintf(filename, "%s", gss->speech_filename);
            file->open(filename);
            if (file->isOpen()) {
                  _hasVoiceFile = true;
                  if (_vm->getGameType() == GType_PP)
                        _voice = new WavSound(_mixer, file);
                  else
                        _voice = new VocSound(_mixer, file, dataIsUnsigned);
            }
      }
}

void Sound::loadSfxFile(const GameSpecificSettings *gss) {
      char filename[16];
      File *file = new File();

      if (!_hasEffectsFile) {
            _effects = makeCompressedSound(_mixer, file, gss->effects_filename);
            _hasEffectsFile = (_effects != 0);
      }

      const bool dataIsUnsigned = true;

      if (!_hasEffectsFile) {
            sprintf(filename, "%s.voc", gss->effects_filename);
            file->open(filename);
            if (file->isOpen()) {
                  _hasEffectsFile = true;
                  _effects = new VocSound(_mixer, file, dataIsUnsigned);
            }
      }
      if (!_hasEffectsFile) {
            sprintf(filename, "%s", gss->effects_filename);
            file->open(filename);
            if (file->isOpen()) {
                  _hasEffectsFile = true;
                  _effects = new VocSound(_mixer, file, dataIsUnsigned);
            }
      }
}

// This method is only used by Simon1 Amiga CD32 & Windows
void Sound::readSfxFile(const Common::String &filename) {
      if (_hasEffectsFile)
            return;

      _mixer->stopHandle(_effectsHandle);

      File *file = new File();
      file->open(filename);

      if (file->isOpen() == false) {
            error("readSfxFile: Can't load sfx file %s", filename.c_str());
      }

      const bool dataIsUnsigned = (_vm->getGameId() != GID_SIMON1CD32);

      delete _effects;
      if (_vm->getGameId() == GID_SIMON1CD32) {
            _effects = new VocSound(_mixer, file, dataIsUnsigned, 0, SOUND_BIG_ENDIAN);
      } else
            _effects = new WavSound(_mixer, file);
}

// This method is only used by Simon2
void Sound::loadSfxTable(File *gameFile, uint32 base) {
      stopAll();

      delete _effects;
      const bool dataIsUnsigned = true;
      if (_vm->getPlatform() == Common::kPlatformWindows)
            _effects = new WavSound(_mixer, gameFile, base, DisposeAfterUse::NO);
      else
            _effects = new VocSound(_mixer, gameFile, dataIsUnsigned, base, false, DisposeAfterUse::NO);
}

// This method is only used by Simon1 Amiga CD32
void Sound::readVoiceFile(const Common::String &filename) {
      _mixer->stopHandle(_voiceHandle);

      File *file = new File();
      file->open(filename);

      if (file->isOpen() == false)
            error("readVoiceFile: Can't load voice file %s", filename.c_str());

      const bool dataIsUnsigned = false;

      delete _voice;
      _voice = new RawSound(_mixer, file, dataIsUnsigned);
}

void Sound::playVoice(uint sound) {
      if (_filenums) {
            if (_lastVoiceFile != _filenums[sound]) {
                  _mixer->stopHandle(_voiceHandle);

                  char filename[16];
                  _lastVoiceFile = _filenums[sound];
                  sprintf(filename, "voices%d.dat", _filenums[sound]);
                  File *file = new File();
                  file->open(filename);
                  if (file->isOpen() == false)
                        error("playVoice: Can't load voice file %s", filename);

                  delete _voice;
                  _voice = new WavSound(_mixer, file, _offsets);
            }
      }

      if (!_voice)
            return;

      _mixer->stopHandle(_voiceHandle);
      if (_vm->getGameType() == GType_PP) {
            if (sound < 11)
                  _voice->playSound(sound, sound + 1, Audio::Mixer::kMusicSoundType, &_voiceHandle, true, -1500);
            else
                  _voice->playSound(sound, sound, Audio::Mixer::kMusicSoundType, &_voiceHandle, true);
      } else if (_vm->getGameType() == GType_FF || _vm->getGameId() == GID_SIMON1CD32) {
            _voice->playSound(sound, Audio::Mixer::kSpeechSoundType, &_voiceHandle, false);
      } else {
            _voice->playSound(sound, Audio::Mixer::kSpeechSoundType, &_voiceHandle, false);
      }
}

void Sound::playEffects(uint sound) {
      if (!_effects)
            return;

      if (_effectsPaused)
            return;

      if (_vm->getGameType() == GType_SIMON1)
            _mixer->stopHandle(_effectsHandle);
      _effects->playSound(sound, Audio::Mixer::kSFXSoundType, &_effectsHandle, false);
}

void Sound::playAmbient(uint sound) {
      if (!_effects)
            return;

      if (sound == _ambientPlaying)
            return;

      _ambientPlaying = sound;

      if (_ambientPaused)
            return;

      _mixer->stopHandle(_ambientHandle);
      _effects->playSound(sound, Audio::Mixer::kSFXSoundType, &_ambientHandle, true);
}

bool Sound::hasVoice() const {
      return _hasVoiceFile;
}

bool Sound::isSfxActive() const {
      return _mixer->isSoundHandleActive(_effectsHandle);
}

bool Sound::isVoiceActive() const {
      return _mixer->isSoundHandleActive(_voiceHandle);
}

void Sound::stopAllSfx() {
      _mixer->stopHandle(_ambientHandle);
      _mixer->stopHandle(_effectsHandle);
      _mixer->stopHandle(_sfx5Handle);
      _ambientPlaying = 0;
}

void Sound::stopSfx() {
      _mixer->stopHandle(_effectsHandle);
}

void Sound::stopVoice() {
      _mixer->stopHandle(_voiceHandle);
}

void Sound::stopAll() {
      _mixer->stopAll();
      _ambientPlaying = 0;
}

void Sound::effectsPause(bool b) {
      _effectsPaused = b;
      _sfx5Paused = b;
}

void Sound::ambientPause(bool b) {
      _ambientPaused = b;

      if (_ambientPaused && _ambientPlaying) {
            _mixer->stopHandle(_ambientHandle);
      } else if (_ambientPlaying) {
            uint tmp = _ambientPlaying;
            _ambientPlaying = 0;
            playAmbient(tmp);
      }
}

// Personal Nightmare specific
void Sound::handleSoundQueue() {
      if (isSfxActive())
            return;

      _vm->_sampleEnd = 1;

      if (_soundQueuePtr) {
            playRawData(_soundQueuePtr, _soundQueueNum, _soundQueueSize, _soundQueueFreq);

            _vm->_sampleWait = 1;
            _vm->_sampleEnd = 0;
            _soundQueuePtr = 0;
            _soundQueueNum = 0;
            _soundQueueSize = 0;
            _soundQueueFreq = 0;
      }
}

void Sound::queueSound(byte *ptr, uint16 sound, uint32 size, uint16 freq) {
      if (_effectsPaused)
            return;

      // Only a single sound can be queued
      _soundQueuePtr = ptr;
      _soundQueueNum = sound;
      _soundQueueSize = size;
      _soundQueueFreq = freq;
}

// Elvira 1/2 and Waxworks specific
void Sound::playRawData(byte *soundData, uint sound, uint size, uint freq) {
      if (_effectsPaused)
            return;

      byte *buffer = (byte *)malloc(size);
      memcpy(buffer, soundData, size);

      byte flags = 0;
      if (_vm->getPlatform() == Common::kPlatformPC)
            flags = Audio::FLAG_UNSIGNED;

      Audio::AudioStream *stream = Audio::makeRawStream(buffer, size, freq, flags);
      _mixer->playInputStream(Audio::Mixer::kSFXSoundType, &_effectsHandle, stream);
}

// Feeble Files specific
void Sound::playAmbientData(byte *soundData, uint sound, uint pan, uint vol) {
      if (sound == _ambientPlaying)
            return;

      _ambientPlaying = sound;

      if (_ambientPaused)
            return;

      _mixer->stopHandle(_ambientHandle);
      playSoundData(&_ambientHandle, soundData, sound, pan, vol, true);
}

void Sound::playSfxData(byte *soundData, uint sound, uint pan, uint vol) {
      if (_effectsPaused)
            return;

      playSoundData(&_effectsHandle, soundData, sound, pan, vol, false);
}

void Sound::playSfx5Data(byte *soundData, uint sound, uint pan, uint vol) {
      if (_sfx5Paused)
            return;

      _mixer->stopHandle(_sfx5Handle);
      playSoundData(&_sfx5Handle, soundData, sound, pan, vol, true);
}

void Sound::playVoiceData(byte *soundData, uint sound) {
      _mixer->stopHandle(_voiceHandle);
      playSoundData(&_voiceHandle, soundData, sound);
}

void Sound::playSoundData(Audio::SoundHandle *handle, byte *soundData, uint sound, int pan, int vol, bool loop) {
      int size = READ_LE_UINT32(soundData + 4);
      Common::MemoryReadStream *stream = new Common::MemoryReadStream(soundData, size);
      Audio::RewindableAudioStream *sndStream = Audio::makeWAVStream(stream, DisposeAfterUse::YES);

      convertVolume(vol);
      convertPan(pan);

      _mixer->playInputStream(Audio::Mixer::kSFXSoundType, handle, Audio::makeLoopingAudioStream(sndStream, loop ? 0 : 1), -1, vol, pan);
}

void Sound::stopSfx5() {
      _mixer->stopHandle(_sfx5Handle);
}

void Sound::switchVoiceFile(const GameSpecificSettings *gss, uint disc) {
      if (_lastVoiceFile == disc)
            return;

      _mixer->stopHandle(_voiceHandle);
      delete _voice;

      _hasVoiceFile = false;
      _lastVoiceFile = disc;

      char filename[16];
      File *file = new File();

      if (!_hasVoiceFile) {
            sprintf(filename, "%s%d", gss->speech_filename, disc);
            _voice = makeCompressedSound(_mixer, file, filename);
            _hasVoiceFile = (_voice != 0);
      }
      if (!_hasVoiceFile) {
            sprintf(filename, "%s%d.wav", gss->speech_filename, disc);
            file->open(filename);
            if (file->isOpen() == false) {
                  error("switchVoiceFile: Can't load voice file %s", filename);
            }
            _hasVoiceFile = true;
            _voice = new WavSound(_mixer, file);
      }
}

} // End of namespace AGOS

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