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https://github.com/scummvm/scummvm.git
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Also added a dedicated debugSound channel for debugging Fixes include closer conformance to original code (for entering/exiting ESPER and VK), and a change in assigning a track slot to a new track with priority equal to the lowest existing (it will now take the place of the old stored track). Also Music::adjustVolume() now takes the target volume as argument and stores it in the track volume field similar to how Music::adjustPan works.
169 lines
5.8 KiB
C++
169 lines
5.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "bladerunner/audio_speech.h"
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#include "bladerunner/actor.h"
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#include "bladerunner/aud_stream.h"
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#include "bladerunner/audio_mixer.h"
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#include "bladerunner/audio_player.h"
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#include "bladerunner/bladerunner.h"
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#include "common/str.h"
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namespace BladeRunner {
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// Note: Speech samples here should be from A.TLK file
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const int kSpeechSamplesNumber = 23;
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const int AudioSpeech::kSpeechSamples[kSpeechSamplesNumber] = { 65, 355, 490, 465, 480, 485, 505, 760, 7655, 7770, 7740, 8170, 2705, 7200, 6460, 5560, 4870, 4555, 3880, 3525, 3595, 3250, 3070 };
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void AudioSpeech::ended() {
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//Common::StackLock lock(_mutex);
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_isActive = false;
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_channel = -1;
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}
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void AudioSpeech::mixerChannelEnded(int channel, void *data) {
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AudioSpeech *audioSpeech = (AudioSpeech *)data;
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audioSpeech->ended();
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}
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AudioSpeech::AudioSpeech(BladeRunnerEngine *vm) {
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_vm = vm;
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// _speechVolumeFactorOriginalEngine here sets a percentage to be applied on the voice cues' volume
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// before sending them to the audio player.
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// This is how the original engine set the volume via the in-game KIA volume slider controls.
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// Setting _speechVolumeFactorOriginalEngine to 100, for the purposes ScummVM engine, renders it indifferent,
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// so sound volume can be controlled by ScummVM's Global Main Menu / ConfMan/ syncSoundSettings().
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_speechVolumeFactorOriginalEngine = BLADERUNNER_ORIGINAL_SETTINGS ? 50 : 100;
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_isActive = false;
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_data = new byte[kBufferSize];
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_channel = -1;
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}
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AudioSpeech::~AudioSpeech() {
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stopSpeech();
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while (isPlaying()) {
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// wait for the mixer to finish
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}
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delete[] _data;
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}
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// pan should be in [-100, 100]
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bool AudioSpeech::playSpeech(const Common::String &name, int pan) {
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if (isPlaying()) {
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stopSpeech();
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}
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// Audio cache is not usable as hash function is producing collision for speech lines.
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// It was not used in the original game either
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Common::ScopedPtr<Common::SeekableReadStream> r(_vm->getResourceStream(_vm->_enhancedEdition ? ("audio/" + name) : name));
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if (!r) {
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warning("AudioSpeech::playSpeech: AUD resource \"%s\" not found", name.c_str());
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return false;
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}
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if (r->size() > kBufferSize) {
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warning("AudioSpeech::playSpeech: AUD larger than buffer size (%d > %d)", (int)r->size(), kBufferSize);
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return false;
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}
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if (isPlaying()) {
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stopSpeech();
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}
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r->read(_data, r->size());
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if (r->err()) {
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warning("AudioSpeech::playSpeech: Error reading resource \"%s\"", name.c_str());
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return false;
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}
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AudStream *audioStream = new AudStream(_data, _vm->_shortyMode ? 33000 : -1);
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// Speech plays here with priority 100 (max)
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// Using directly _speechVolumeFactorOriginalEngine as the volume for audioMixer::play(),
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// which for the ScummVM engine is 100, so speech volume will be only determined
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// by the ScummVM volume for the speech sound type.
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_channel = _vm->_audioMixer->play(Audio::Mixer::kSpeechSoundType,
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audioStream,
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100,
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false,
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_speechVolumeFactorOriginalEngine,
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pan,
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mixerChannelEnded,
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this,
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audioStream->getLength());
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_isActive = true;
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return true;
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}
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void AudioSpeech::stopSpeech() {
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//Common::StackLock lock(_mutex);
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if (_channel != -1) {
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_vm->_audioMixer->stop(_channel, 0u);
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}
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}
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bool AudioSpeech::isPlaying() const {
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if (_channel == -1) {
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return false;
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}
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return _isActive;
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}
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// volume should be in [0, 100]
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// priority should be in [0, 100]
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// pan is calculated based on actor's position with Actor::soundPan()
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bool AudioSpeech::playSpeechLine(int actorId, int sentenceId, int volume, int a4, int priority) {
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int pan = _vm->_actors[actorId]->soundPan();
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Common::String name = Common::String::format("%02d-%04d%s.AUD", actorId, sentenceId, _vm->_languageCode.c_str());
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return _vm->_audioPlayer->playAud(name, (volume * _speechVolumeFactorOriginalEngine) / 100, pan, pan, priority, kAudioPlayerOverrideVolume, Audio::Mixer::kSpeechSoundType);
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}
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#if BLADERUNNER_ORIGINAL_SETTINGS
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// We no longer set the _speechVolumeFactorOriginalEngine via a public method.
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// For the ScummVM Engine's purposes it is set in AudioSpeech::AudioSpeech() constructor and keeps its value constant.
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void AudioSpeech::setVolume(int volume) {
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_speechVolumeFactorOriginalEngine = volume;
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}
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int AudioSpeech::getVolume() const {
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return _speechVolumeFactorOriginalEngine;
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}
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#endif // BLADERUNNER_ORIGINAL_SETTINGS
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void AudioSpeech::playSample() {
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#if BLADERUNNER_ORIGINAL_BUGS
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_vm->_playerActor->speechPlay(kSpeechSamples[_vm->_rnd.getRandomNumber(kSpeechSamplesNumber-1)], true);
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#else
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if (_vm->openArchive("A.TLK")) {
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// load sample speech even when in initial KIA screen (upon launch - but before loading a game)
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_vm->_playerActor->speechPlay(kSpeechSamples[_vm->_rnd.getRandomNumber(kSpeechSamplesNumber-1)], true);
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}
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#endif // BLADERUNNER_ORIGINAL_BUGS
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}
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} // End of namespace BladeRunner
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