scummvm/engines/scumm/players/player_ad.cpp
2024-09-16 01:55:26 +03:00

1195 lines
30 KiB
C++

/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "scumm/players/player_ad.h"
#include "scumm/imuse/imuse.h"
#include "scumm/scumm.h"
#include "scumm/resource.h"
#include "audio/fmopl.h"
#include "audio/mixer.h"
#include "common/textconsole.h"
#include "common/config-manager.h"
namespace Scumm {
#define AD_CALLBACK_FREQUENCY 472
Player_AD::Player_AD(ScummEngine *scumm, Common::Mutex &mutex)
: _vm(scumm), _mutex(mutex) {
_opl2 = OPL::Config::create();
if (!_opl2->init()) {
error("Could not initialize OPL2 emulator");
}
memset(_registerBackUpTable, 0, sizeof(_registerBackUpTable));
writeReg(0x01, 0x00);
writeReg(0xBD, 0x00);
writeReg(0x08, 0x00);
writeReg(0x01, 0x20);
_engineMusicTimer = 0;
_musicResource = -1;
_curOffset = 0;
_sfxTimer = 4;
_rndSeed = 1;
memset(_sfx, 0, sizeof(_sfx));
for (int i = 0; i < ARRAYSIZE(_sfx); ++i) {
_sfx[i].resource = -1;
for (int j = 0; j < ARRAYSIZE(_sfx[i].channels); ++j) {
_sfx[i].channels[j].hardwareChannel = -1;
}
}
memset(_hwChannels, 0, sizeof(_hwChannels));
_numHWChannels = ARRAYSIZE(_hwChannels);
memset(_voiceChannels, 0, sizeof(_voiceChannels));
_musicVolume = _sfxVolume = 255;
_isSeeking = false;
_opl2->start(new Common::Functor0Mem<void, Player_AD>(this, &Player_AD::onTimer), AD_CALLBACK_FREQUENCY);
}
Player_AD::~Player_AD() {
stopAllSounds();
Common::StackLock lock(_mutex);
delete _opl2;
_opl2 = nullptr;
}
void Player_AD::setMusicVolume(int vol) {
// HACK: We ignore the parameter and set up the volume specified in the
// config manager. This allows us to differentiate between music and sfx
// volume changes.
setupVolume();
}
void Player_AD::startSound(int sound) {
Common::StackLock lock(_mutex);
// Setup the sound volume
setupVolume();
// Query the sound resource
const byte *res = _vm->getResourceAddress(rtSound, sound);
assert(res);
if (res[2] == 0x80) {
// Stop the current sounds
stopMusic();
// Lock the new music resource
_musicResource = sound;
_vm->_res->lock(rtSound, _musicResource);
// Start the new music resource
_musicData = res;
startMusic();
} else {
const byte priority = res[0];
// The original specified the channel to use in the sound
// resource. However, since we play as much as possible we sill
// ignore it and simply use the priority value to determine
// whether the sfx can be played or not.
//const byte channel = res[1];
// Try to allocate a sfx slot for playback.
SfxSlot *sfx = allocateSfxSlot(priority);
if (!sfx) {
::debugC(3, DEBUG_SOUND, "AdLib: No free sfx slot for sound %d", sound);
return;
}
// Try to start sfx playback
sfx->resource = sound;
sfx->priority = priority;
if (startSfx(sfx, res)) {
// Lock the new resource
_vm->_res->lock(rtSound, sound);
} else {
// When starting the sfx failed we need to reset the slot.
sfx->resource = -1;
for (int i = 0; i < ARRAYSIZE(sfx->channels); ++i) {
sfx->channels[i].state = kChannelStateOff;
if (sfx->channels[i].hardwareChannel != -1) {
freeHWChannel(sfx->channels[i].hardwareChannel);
sfx->channels[i].hardwareChannel = -1;
}
}
}
}
}
void Player_AD::stopSound(int sound) {
Common::StackLock lock(_mutex);
if (sound == _musicResource) {
stopMusic();
} else {
for (int i = 0; i < ARRAYSIZE(_sfx); ++i) {
if (_sfx[i].resource == sound) {
stopSfx(&_sfx[i]);
}
}
}
}
void Player_AD::stopAllSounds() {
Common::StackLock lock(_mutex);
// Stop the music
stopMusic();
// Stop all the sfx playback
for (int i = 0; i < ARRAYSIZE(_sfx); ++i) {
stopSfx(&_sfx[i]);
}
}
int Player_AD::getMusicTimer() {
return _engineMusicTimer;
}
int Player_AD::getSoundStatus(int sound) const {
if (sound == _musicResource) {
return true;
}
for (int i = 0; i < ARRAYSIZE(_sfx); ++i) {
if (_sfx[i].resource == sound) {
return true;
}
}
return false;
}
void Player_AD::saveLoadWithSerializer(Common::Serializer &s) {
Common::StackLock lock(_mutex);
if (s.getVersion() < VER(95)) {
IMuse *dummyImuse = IMuse::create(_vm, nullptr, nullptr, MDT_ADLIB, 0);
dummyImuse->saveLoadIMuse(s, _vm, false);
delete dummyImuse;
return;
}
if (s.getVersion() >= VER(96)) {
int32 res[4] = {
_musicResource, _sfx[0].resource, _sfx[1].resource, _sfx[2].resource
};
// The first thing we save is a list of sound resources being played
// at the moment.
s.syncArray(res, 4, Common::Serializer::Sint32LE);
// If we are loading start the music again at this point.
if (s.isLoading()) {
if (res[0] != -1) {
startSound(res[0]);
}
}
uint32 musicOffset = _curOffset;
s.syncAsSint32LE(_engineMusicTimer, VER(96));
s.syncAsUint32LE(_musicTimer, VER(96));
s.syncAsUint32LE(_internalMusicTimer, VER(96));
s.syncAsUint32LE(_curOffset, VER(96));
s.syncAsUint32LE(_nextEventTimer, VER(96));
// We seek back to the old music position.
if (s.isLoading()) {
SWAP(musicOffset, _curOffset);
musicSeekTo(musicOffset);
}
// Finally start up the SFX. This makes sure that they are not
// accidentally stopped while seeking to the old music position.
if (s.isLoading()) {
for (int i = 1; i < ARRAYSIZE(res); ++i) {
if (res[i] != -1) {
startSound(res[i]);
}
}
}
}
}
void Player_AD::onTimer() {
Common::StackLock lock(_mutex);
if (_curOffset) {
updateMusic();
}
updateSfx();
}
void Player_AD::setupVolume() {
// Setup the correct volume
_musicVolume = CLIP<int>(ConfMan.getInt("music_volume"), 0, Audio::Mixer::kMaxChannelVolume);
_sfxVolume = CLIP<int>(ConfMan.getInt("sfx_volume"), 0, Audio::Mixer::kMaxChannelVolume);
if (ConfMan.hasKey("mute")) {
if (ConfMan.getBool("mute")) {
_musicVolume = 0;
_sfxVolume = 0;
}
}
// Update current output levels
for (int i = 0; i < ARRAYSIZE(_operatorOffsetTable); ++i) {
const uint reg = 0x40 + _operatorOffsetTable[i];
writeReg(reg, readReg(reg));
}
// Reset note on status
for (int i = 0; i < ARRAYSIZE(_hwChannels); ++i) {
const uint reg = 0xB0 + i;
writeReg(reg, readReg(reg));
}
}
int Player_AD::allocateHWChannel(int priority, SfxSlot *owner) {
// We always reaLlocate the channel with the lowest priority in case none
// is free.
int channel = -1;
int minPrio = priority;
for (int i = 0; i < _numHWChannels; ++i) {
if (!_hwChannels[i].allocated) {
channel = i;
break;
}
// We don't allow SFX to reallocate their own channels. Otherwise we
// would call stopSfx in the midst of startSfx and that can lead to
// horrible states...
// We also prevent the music from reallocating its own channels like
// in the original.
if (_hwChannels[i].priority <= minPrio && _hwChannels[i].sfxOwner != owner) {
minPrio = _hwChannels[i].priority;
channel = i;
}
}
if (channel != -1) {
// In case the HW channel belongs to a SFX we will completely
// stop playback of that SFX.
// TODO: Maybe be more fine grained in the future and allow
// detachment of individual channels of a SFX?
if (_hwChannels[channel].allocated && _hwChannels[channel].sfxOwner) {
stopSfx(_hwChannels[channel].sfxOwner);
}
_hwChannels[channel].allocated = true;
_hwChannels[channel].priority = priority;
_hwChannels[channel].sfxOwner = owner;
}
return channel;
}
void Player_AD::freeHWChannel(int channel) {
assert(_hwChannels[channel].allocated);
_hwChannels[channel].allocated = false;
_hwChannels[channel].sfxOwner = nullptr;
}
void Player_AD::limitHWChannels(int newCount) {
for (int i = newCount; i < ARRAYSIZE(_hwChannels); ++i) {
if (_hwChannels[i].allocated) {
freeHWChannel(i);
}
}
_numHWChannels = newCount;
}
const int Player_AD::_operatorOffsetToChannel[22] = {
0, 1, 2, 0, 1, 2, -1, -1,
3, 4, 5, 3, 4, 5, -1, -1,
6, 7, 8, 6, 7, 8
};
void Player_AD::writeReg(int r, int v) {
if (r >= 0 && r < ARRAYSIZE(_registerBackUpTable)) {
_registerBackUpTable[r] = v;
}
// Handle volume scaling depending on the sound type.
if (r >= 0x40 && r <= 0x55) {
const int operatorOffset = r - 0x40;
const int channel = _operatorOffsetToChannel[operatorOffset];
if (channel != -1) {
const bool twoOPOutput = (readReg(0xC0 + channel) & 0x01) != 0;
int scale = Audio::Mixer::kMaxChannelVolume;
// We only scale the volume of operator 2 unless both operators
// are set to directly produce sound.
if (twoOPOutput || operatorOffset == _operatorOffsetTable[channel * 2 + 1]) {
if (_hwChannels[channel].sfxOwner) {
scale = _sfxVolume;
} else {
scale = _musicVolume;
}
}
int vol = 0x3F - (v & 0x3F);
vol = vol * scale / Audio::Mixer::kMaxChannelVolume;
v &= 0xC0;
v |= (0x3F - vol);
}
}
// Since AdLib's lowest volume level does not imply that the sound is
// completely silent we ignore key on in such a case.
// We also ignore key on for music whenever we do seeking.
if (r >= 0xB0 && r <= 0xB8) {
const int channel = r - 0xB0;
bool mute = false;
if (_hwChannels[channel].sfxOwner) {
if (!_sfxVolume) {
mute = true;
}
} else {
if (!_musicVolume) {
mute = true;
} else {
mute = _isSeeking;
}
}
if (mute) {
v &= ~0x20;
}
}
_opl2->writeReg(r, v);
}
uint8 Player_AD::readReg(int r) const {
if (r >= 0 && r < ARRAYSIZE(_registerBackUpTable)) {
return _registerBackUpTable[r];
} else {
return 0;
}
}
void Player_AD::setupChannel(const uint channel, const byte *instrOffset) {
instrOffset += 2;
writeReg(0xC0 + channel, *instrOffset++);
setupOperator(_operatorOffsetTable[channel * 2 + 0], instrOffset);
setupOperator(_operatorOffsetTable[channel * 2 + 1], instrOffset);
}
void Player_AD::setupOperator(const uint opr, const byte *&instrOffset) {
writeReg(0x20 + opr, *instrOffset++);
writeReg(0x40 + opr, *instrOffset++);
writeReg(0x60 + opr, *instrOffset++);
writeReg(0x80 + opr, *instrOffset++);
writeReg(0xE0 + opr, *instrOffset++);
}
const int Player_AD::_operatorOffsetTable[18] = {
0, 3, 1, 4,
2, 5, 8, 11,
9, 12, 10, 13,
16, 19, 17, 20,
18, 21
};
// Music
void Player_AD::startMusic() {
memset(_instrumentOffset, 0, sizeof(_instrumentOffset));
bool hasRhythmData = false;
uint instruments = _musicData[10];
for (uint i = 0; i < instruments; ++i) {
const int instrIndex = _musicData[11 + i] - 1;
if (0 <= instrIndex && instrIndex < 16) {
_instrumentOffset[instrIndex] = i * 16 + 16 + 3;
hasRhythmData |= (_musicData[_instrumentOffset[instrIndex] + 13] != 0);
}
}
if (hasRhythmData) {
_mdvdrState = 0x20;
limitHWChannels(6);
} else {
_mdvdrState = 0;
limitHWChannels(9);
}
_curOffset = 0x93;
// TODO: is this the same for Loom?
_nextEventTimer = 40;
_engineMusicTimer = 0;
_internalMusicTimer = 0;
_musicTimer = 0;
writeReg(0xBD, _mdvdrState);
const bool isLoom = (_vm->_game.id == GID_LOOM);
_timerLimit = isLoom ? 473 : 256;
_musicTicks = _musicData[3] * (isLoom ? 2 : 1);
_loopFlag = (_musicData[4] == 0);
_musicLoopStart = _curOffset + READ_LE_UINT16(_musicData + 5);
}
void Player_AD::stopMusic() {
if (_musicResource == -1) {
return;
}
// Unlock the music resource if present
_vm->_res->unlock(rtSound, _musicResource);
_musicResource = -1;
// Stop the music playback
_curOffset = 0;
// Stop all music voice channels
for (int i = 0; i < ARRAYSIZE(_voiceChannels); ++i) {
if (_voiceChannels[i].lastEvent) {
noteOff(i);
}
}
// Reset rhythm state
writeReg(0xBD, 0x00);
limitHWChannels(9);
}
void Player_AD::updateMusic() {
_musicTimer += _musicTicks;
if (_musicTimer < _timerLimit) {
return;
}
_musicTimer -= _timerLimit;
++_internalMusicTimer;
if (_internalMusicTimer > 120) {
_internalMusicTimer = 0;
++_engineMusicTimer;
}
--_nextEventTimer;
if (_nextEventTimer) {
return;
}
while (true) {
if (parseCommand()) {
// We received an EOT command. In case there's no music playing
// we know there was no looping enabled. Thus, we stop further
// handling. Otherwise we will just continue parsing. It is
// important to note that we need to parse a command directly
// at the new position, i.e. there is no time value we need to
// parse.
if (_musicResource == -1) {
return;
} else {
continue;
}
}
// In case there is a delay till the next event stop handling.
if (_musicData[_curOffset] != 0) {
break;
}
++_curOffset;
}
_nextEventTimer = parseVLQ();
_nextEventTimer >>= (_vm->_game.id == GID_LOOM) ? 2 : 1;
if (!_nextEventTimer) {
_nextEventTimer = 1;
}
}
bool Player_AD::parseCommand() {
uint command = _musicData[_curOffset++];
if (command == 0xFF) {
// META EVENT
// Get the command number.
command = _musicData[_curOffset++];
if (command == 47) {
// End of track
if (_loopFlag) {
// In case the track is looping jump to the start.
_curOffset = _musicLoopStart;
_nextEventTimer = 0;
} else {
// Otherwise completely stop playback.
stopMusic();
}
return true;
} else if (command == 88) {
// This is proposedly a debug information insertion. The CMS
// player code handles this differently, but is still using
// the same resources...
_curOffset += 5;
} else if (command == 81) {
// Change tempo. This is used exclusively in Loom.
const uint timing = _musicData[_curOffset + 2] | (_musicData[_curOffset + 1] << 8);
_musicTicks = 0x73000 / timing;
command = _musicData[_curOffset++];
_curOffset += command;
} else {
// In case an unknown meta event occurs just skip over the
// data by using the length supplied.
command = _musicData[_curOffset++];
_curOffset += command;
}
} else {
if (command >= 0x90) {
// NOTE ON
// Extract the channel number and save it in command.
command -= 0x90;
const uint instrOffset = _instrumentOffset[command];
if (instrOffset) {
if (_musicData[instrOffset + 13] != 0) {
setupRhythm(_musicData[instrOffset + 13], instrOffset);
} else {
// Priority 256 makes sure we always prefer music
// channels over SFX channels.
int channel = allocateHWChannel(256);
if (channel != -1) {
setupChannel(channel, _musicData + instrOffset);
_voiceChannels[channel].lastEvent = command + 0x90;
_voiceChannels[channel].frequency = _musicData[_curOffset];
setupFrequency(channel, _musicData[_curOffset]);
}
}
}
} else {
// NOTE OFF
const uint note = _musicData[_curOffset];
command += 0x10;
// Find the output channel which plays the note.
uint channel = 0xFF;
for (int i = 0; i < ARRAYSIZE(_voiceChannels); ++i) {
if (_voiceChannels[i].frequency == note && _voiceChannels[i].lastEvent == command) {
channel = i;
break;
}
}
if (channel != 0xFF) {
// In case a output channel playing the note was found,
// stop it.
noteOff(channel);
} else {
// In case there is no such note this will disable the
// rhythm instrument played on the channel.
command -= 0x90;
const uint instrOffset = _instrumentOffset[command];
if (instrOffset && _musicData[instrOffset + 13] != 0) {
const uint rhythmInstr = _musicData[instrOffset + 13];
if (rhythmInstr < 6) {
_mdvdrState &= _mdvdrTable[rhythmInstr] ^ 0xFF;
writeReg(0xBD, _mdvdrState);
}
}
}
}
_curOffset += 2;
}
return false;
}
uint Player_AD::parseVLQ() {
uint vlq = _musicData[_curOffset++];
if (vlq & 0x80) {
vlq -= 0x80;
vlq <<= 7;
vlq |= _musicData[_curOffset++];
}
return vlq;
}
void Player_AD::noteOff(uint channel) {
writeReg(0xB0 + channel, _voiceChannels[channel].b0Reg & 0xDF);
freeVoiceChannel(channel);
}
void Player_AD::setupFrequency(uint channel, int8 frequency) {
frequency -= 31;
if (frequency < 0) {
frequency = 0;
}
uint octave = 0;
while (frequency >= 12) {
frequency -= 12;
++octave;
}
const uint noteFrequency = _noteFrequencies[frequency];
octave <<= 2;
octave |= noteFrequency >> 8;
octave |= 0x20;
writeReg(0xA0 + channel, noteFrequency & 0xFF);
_voiceChannels[channel].b0Reg = octave;
writeReg(0xB0 + channel, octave);
}
void Player_AD::setupRhythm(uint rhythmInstr, uint instrOffset) {
if (rhythmInstr == 1) {
setupChannel(6, _musicData + instrOffset);
writeReg(0xA6, _musicData[instrOffset++]);
writeReg(0xB6, _musicData[instrOffset] & 0xDF);
_mdvdrState |= 0x10;
writeReg(0xBD, _mdvdrState);
} else if (rhythmInstr < 6) {
const byte *secondOperatorOffset = _musicData + instrOffset + 8;
setupOperator(_rhythmOperatorTable[rhythmInstr], secondOperatorOffset);
writeReg(0xA0 + _rhythmChannelTable[rhythmInstr], _musicData[instrOffset++]);
writeReg(0xB0 + _rhythmChannelTable[rhythmInstr], _musicData[instrOffset++] & 0xDF);
writeReg(0xC0 + _rhythmChannelTable[rhythmInstr], _musicData[instrOffset]);
_mdvdrState |= _mdvdrTable[rhythmInstr];
writeReg(0xBD, _mdvdrState);
}
}
void Player_AD::freeVoiceChannel(uint channel) {
VoiceChannel &vChannel = _voiceChannels[channel];
assert(vChannel.lastEvent);
freeHWChannel(channel);
vChannel.lastEvent = 0;
vChannel.b0Reg = 0;
vChannel.frequency = 0;
}
void Player_AD::musicSeekTo(const uint position) {
// This method is actually dangerous to use and should only be used for
// loading save games because it does not set up anything like the engine
// music timer or similar.
_isSeeking = true;
// Seek until the given position.
while (_curOffset != position) {
if (parseCommand()) {
// We encountered an EOT command. This should not happen unless
// we try to seek to an illegal position. In this case just abort
// seeking.
::debugC(3, DEBUG_SOUND, "AD illegal seek to %u", position);
break;
}
parseVLQ();
}
_isSeeking = false;
// Turn on all notes.
for (int i = 0; i < ARRAYSIZE(_voiceChannels); ++i) {
if (_voiceChannels[i].lastEvent != 0) {
const int reg = 0xB0 + i;
writeReg(reg, readReg(reg));
}
}
}
const uint Player_AD::_noteFrequencies[12] = {
0x200, 0x21E, 0x23F, 0x261,
0x285, 0x2AB, 0x2D4, 0x300,
0x32E, 0x35E, 0x390, 0x3C7
};
const uint Player_AD::_mdvdrTable[6] = {
0x00, 0x10, 0x08, 0x04, 0x02, 0x01
};
const uint Player_AD::_rhythmOperatorTable[6] = {
0x00, 0x00, 0x14, 0x12, 0x15, 0x11
};
const uint Player_AD::_rhythmChannelTable[6] = {
0x00, 0x00, 0x07, 0x08, 0x08, 0x07
};
// SFX
Player_AD::SfxSlot *Player_AD::allocateSfxSlot(int priority) {
// We always reaLlocate the slot with the lowest priority in case none is
// free.
SfxSlot *sfx = nullptr;
int minPrio = priority;
for (int i = 0; i < ARRAYSIZE(_sfx); ++i) {
if (_sfx[i].resource == -1) {
return &_sfx[i];
} else if (_sfx[i].priority <= minPrio) {
minPrio = _sfx[i].priority;
sfx = &_sfx[i];
}
}
// In case we reallocate a slot stop the old one.
if (sfx) {
stopSfx(sfx);
}
return sfx;
}
bool Player_AD::startSfx(SfxSlot *sfx, const byte *resource) {
writeReg(0xBD, 0x00);
// Clear the channels.
sfx->channels[0].state = kChannelStateOff;
sfx->channels[1].state = kChannelStateOff;
sfx->channels[2].state = kChannelStateOff;
// Set up the first channel to pick up playback.
// Try to allocate a hardware channel.
sfx->channels[0].hardwareChannel = allocateHWChannel(sfx->priority, sfx);
if (sfx->channels[0].hardwareChannel == -1) {
::debugC(3, DEBUG_SOUND, "AD No hardware channel available");
return false;
}
sfx->channels[0].currentOffset = sfx->channels[0].startOffset = resource + 2;
sfx->channels[0].state = kChannelStateParse;
// Scan for the start of the other channels and set them up if required.
int curChannel = 1;
const byte *bufferPosition = resource + 2;
uint8 command = 0;
while ((command = *bufferPosition) != 0xFF) {
switch (command) {
case 1:
// INSTRUMENT DEFINITION
bufferPosition += 15;
break;
case 2:
// NOTE DEFINITION
bufferPosition += 11;
break;
case 0x80:
// LOOP
bufferPosition += 1;
break;
default:
// START OF CHANNEL
bufferPosition += 1;
if (curChannel >= 3) {
error("AD SFX resource %d uses more than 3 channels", sfx->resource);
}
sfx->channels[curChannel].hardwareChannel = allocateHWChannel(sfx->priority, sfx);
if (sfx->channels[curChannel].hardwareChannel == -1) {
::debugC(3, DEBUG_SOUND, "AD No hardware channel available");
return false;
}
sfx->channels[curChannel].currentOffset = bufferPosition;
sfx->channels[curChannel].startOffset = bufferPosition;
sfx->channels[curChannel].state = kChannelStateParse;
++curChannel;
break;
}
}
return true;
}
void Player_AD::stopSfx(SfxSlot *sfx) {
if (sfx->resource == -1) {
return;
}
// 1. step: Clear all the channels.
for (int i = 0; i < ARRAYSIZE(sfx->channels); ++i) {
if (sfx->channels[i].state) {
clearChannel(sfx->channels[i]);
sfx->channels[i].state = kChannelStateOff;
}
if (sfx->channels[i].hardwareChannel != -1) {
freeHWChannel(sfx->channels[i].hardwareChannel);
sfx->channels[i].hardwareChannel = -1;
}
}
// 2. step: Unlock the resource.
_vm->_res->unlock(rtSound, sfx->resource);
sfx->resource = -1;
}
void Player_AD::updateSfx() {
if (--_sfxTimer) {
return;
}
_sfxTimer = 4;
for (int i = 0; i < ARRAYSIZE(_sfx); ++i) {
if (_sfx[i].resource == -1) {
continue;
}
bool hasActiveChannel = false;
for (int j = 0; j < ARRAYSIZE(_sfx[i].channels); ++j) {
if (_sfx[i].channels[j].state) {
hasActiveChannel = true;
updateChannel(&_sfx[i].channels[j]);
}
}
// In case no channel is active we will stop the sfx.
if (!hasActiveChannel) {
stopSfx(&_sfx[i]);
}
}
}
void Player_AD::clearChannel(const Channel &channel) {
writeReg(0xA0 + channel.hardwareChannel, 0x00);
writeReg(0xB0 + channel.hardwareChannel, 0x00);
}
void Player_AD::updateChannel(Channel *channel) {
if (channel->state == kChannelStateParse) {
parseSlot(channel);
} else {
updateSlot(channel);
}
}
void Player_AD::parseSlot(Channel *channel) {
while (true) {
const byte *curOffset = channel->currentOffset;
switch (*curOffset) {
case 1:
// INSTRUMENT DEFINITION
++curOffset;
channel->instrumentData[0] = *(curOffset + 0);
channel->instrumentData[1] = *(curOffset + 2);
channel->instrumentData[2] = *(curOffset + 9);
channel->instrumentData[3] = *(curOffset + 8);
channel->instrumentData[4] = *(curOffset + 4);
channel->instrumentData[5] = *(curOffset + 3);
channel->instrumentData[6] = 0;
setupChannel(channel->hardwareChannel, curOffset);
writeReg(0xA0 + channel->hardwareChannel, *(curOffset + 0));
writeReg(0xB0 + channel->hardwareChannel, *(curOffset + 1) & 0xDF);
channel->currentOffset += 15;
break;
case 2:
// NOTE DEFINITION
++curOffset;
channel->state = kChannelStatePlay;
noteOffOn(channel->hardwareChannel);
parseNote(&channel->notes[0], *channel, curOffset + 0);
parseNote(&channel->notes[1], *channel, curOffset + 5);
return;
case 0x80:
// LOOP
channel->currentOffset = channel->startOffset;
break;
default:
// START OF CHANNEL
// When we encounter a start of another channel while playback
// it means that the current channel is finished. Thus, we will
// stop it.
clearChannel(*channel);
channel->state = kChannelStateOff;
return;
}
}
}
void Player_AD::updateSlot(Channel *channel) {
const byte *curOffset = channel->currentOffset + 1;
for (int num = 0; num <= 1; ++num, curOffset += 5) {
if (!(*curOffset & 0x80)) {
continue;
}
Note *const note = &channel->notes[num];
bool updateNote = false;
if (note->state == kNoteStateSustain) {
if (!--note->sustainTimer) {
updateNote = true;
}
} else {
updateNote = processNoteEnvelope(note);
if (note->bias) {
writeRegisterSpecial(channel->hardwareChannel, note->bias - note->instrumentValue, *curOffset & 0x07);
} else {
writeRegisterSpecial(channel->hardwareChannel, note->instrumentValue, *curOffset & 0x07);
}
}
if (updateNote) {
if (processNote(note, *channel, curOffset)) {
if (!(*curOffset & 0x08)) {
channel->currentOffset += 11;
channel->state = kChannelStateParse;
continue;
} else if (*curOffset & 0x10) {
noteOffOn(channel->hardwareChannel);
}
note->state = kNoteStatePreInit;
processNote(note, *channel, curOffset);
}
}
if ((*curOffset & 0x20) && !--note->playTime) {
channel->currentOffset += 11;
channel->state = kChannelStateParse;
}
}
}
void Player_AD::parseNote(Note *note, const Channel &channel, const byte *offset) {
if (*offset & 0x80) {
note->state = kNoteStatePreInit;
processNote(note, channel, offset);
note->playTime = 0;
if (*offset & 0x20) {
note->playTime = (*(offset + 4) >> 4) * 118;
note->playTime += (*(offset + 4) & 0x0F) * 8;
}
}
}
bool Player_AD::processNote(Note *note, const Channel &channel, const byte *offset) {
if (++note->state == kNoteStateOff) {
return true;
}
const int instrumentDataOffset = *offset & 0x07;
note->bias = _noteBiasTable[instrumentDataOffset];
uint8 instrumentDataValue = 0;
if (note->state == kNoteStateAttack) {
instrumentDataValue = channel.instrumentData[instrumentDataOffset];
}
uint8 noteInstrumentValue = readRegisterSpecial(channel.hardwareChannel, instrumentDataValue, instrumentDataOffset);
if (note->bias) {
noteInstrumentValue = note->bias - noteInstrumentValue;
}
note->instrumentValue = noteInstrumentValue;
if (note->state == kNoteStateSustain) {
note->sustainTimer = _numStepsTable[*(offset + 3) >> 4];
if (*offset & 0x40) {
note->sustainTimer = (((getRnd() << 8) * note->sustainTimer) >> 16) + 1;
}
} else {
int timer1, timer2;
if (note->state == kNoteStateRelease) {
timer1 = *(offset + 3) & 0x0F;
timer2 = 0;
} else {
timer1 = *(offset + note->state + 1) >> 4;
timer2 = *(offset + note->state + 1) & 0x0F;
}
int adjustValue = ((_noteAdjustTable[timer2] * _noteAdjustScaleTable[instrumentDataOffset]) >> 16) - noteInstrumentValue;
setupNoteEnvelopeState(note, _numStepsTable[timer1], adjustValue);
}
return false;
}
void Player_AD::noteOffOn(int channel) {
const uint8 regValue = readReg(0xB0 | channel);
writeReg(0xB0 | channel, regValue & 0xDF);
writeReg(0xB0 | channel, regValue | 0x20);
}
void Player_AD::writeRegisterSpecial(int channel, uint8 value, int offset) {
if (offset == 6) {
return;
}
uint8 regNum;
if (_useOperatorTable[offset]) {
regNum = _operatorOffsetTable[_channelOperatorOffsetTable[offset] + channel * 2];
} else {
regNum = _channelOffsetTable[channel];
}
regNum += _baseRegisterTable[offset];
uint8 regValue = readReg(regNum) & (~_registerMaskTable[offset]);
regValue |= value << _registerShiftTable[offset];
writeReg(regNum, regValue);
}
uint8 Player_AD::readRegisterSpecial(int channel, uint8 defaultValue, int offset) {
if (offset == 6) {
return 0;
}
uint8 regNum;
if (_useOperatorTable[offset]) {
regNum = _operatorOffsetTable[_channelOperatorOffsetTable[offset] + channel * 2];
} else {
regNum = _channelOffsetTable[channel];
}
regNum += _baseRegisterTable[offset];
uint8 regValue;
if (defaultValue) {
regValue = defaultValue;
} else {
regValue = readReg(regNum);
}
regValue &= _registerMaskTable[offset];
regValue >>= _registerShiftTable[offset];
return regValue;
}
void Player_AD::setupNoteEnvelopeState(Note *note, int steps, int adjust) {
note->preIncrease = 0;
if (ABS(adjust) > steps) {
note->preIncrease = 1;
note->adjust = adjust / steps;
note->envelope.stepIncrease = ABS(adjust % steps);
} else {
note->adjust = adjust;
note->envelope.stepIncrease = ABS(adjust);
}
note->envelope.step = steps;
note->envelope.stepCounter = 0;
note->envelope.timer = steps;
}
bool Player_AD::processNoteEnvelope(Note *note) {
if (note->preIncrease) {
note->instrumentValue += note->adjust;
}
note->envelope.stepCounter += note->envelope.stepIncrease;
if (note->envelope.stepCounter >= note->envelope.step) {
note->envelope.stepCounter -= note->envelope.step;
if (note->adjust < 0) {
--note->instrumentValue;
} else {
++note->instrumentValue;
}
}
if (--note->envelope.timer) {
return false;
} else {
return true;
}
}
uint8 Player_AD::getRnd() {
if (_rndSeed & 1) {
_rndSeed >>= 1;
_rndSeed ^= 0xB8;
} else {
_rndSeed >>= 1;
}
return _rndSeed;
}
const uint Player_AD::_noteBiasTable[7] = {
0x00, 0x00, 0x3F, 0x00, 0x3F, 0x00, 0x00
};
const uint Player_AD::_numStepsTable[16] = {
1, 4, 6, 8,
10, 14, 18, 24,
36, 64, 100, 160,
240, 340, 600, 1200
};
const uint Player_AD::_noteAdjustScaleTable[7] = {
255, 7, 63, 15, 63, 15, 63
};
const uint Player_AD::_noteAdjustTable[16] = {
0, 4369, 8738, 13107,
17476, 21845, 26214, 30583,
34952, 39321, 43690, 48059,
52428, 56797, 61166, 65535
};
const bool Player_AD::_useOperatorTable[7] = {
false, false, true, true, true, true, false
};
const uint Player_AD::_channelOffsetTable[11] = {
0, 1, 2, 3,
4, 5, 6, 7,
8, 8, 7
};
const uint Player_AD::_channelOperatorOffsetTable[7] = {
0, 0, 1, 1, 0, 0, 0
};
const uint Player_AD::_baseRegisterTable[7] = {
0xA0, 0xC0, 0x40, 0x20, 0x40, 0x20, 0x00
};
const uint Player_AD::_registerMaskTable[7] = {
0xFF, 0x0E, 0x3F, 0x0F, 0x3F, 0x0F, 0x00
};
const uint Player_AD::_registerShiftTable[7] = {
0, 1, 0, 0, 0, 0, 0
};
} // End of namespace Scumm