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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.
300 lines
9.9 KiB
C++
300 lines
9.9 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_player.h"
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#include "bladerunner/archive.h"
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#include "bladerunner/aud_stream.h"
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#include "bladerunner/audio_cache.h"
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#include "bladerunner/audio_mixer.h"
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#include "bladerunner/bladerunner.h"
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#include "common/debug.h"
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#include "common/stream.h"
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#include "common/random.h"
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namespace Common {
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class MemoryReadStream;
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}
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namespace BladeRunner {
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AudioPlayer::AudioPlayer(BladeRunnerEngine *vm) {
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_vm = vm;
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for (int i = 0; i != kTracks; ++i) {
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_tracks[i].priority = 0;
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_tracks[i].isActive = false;
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_tracks[i].channel = -1;
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_tracks[i].stream = nullptr;
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}
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// _sfxVolumeFactorOriginalEngine here sets a percentage to be applied on the audio tracks' 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 _sfxVolumeFactorOriginalEngine 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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_sfxVolumeFactorOriginalEngine = BLADERUNNER_ORIGINAL_SETTINGS ? 65 : 100;
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}
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AudioPlayer::~AudioPlayer() {
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stopAll();
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}
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void AudioPlayer::stopAll() {
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for (int i = 0; i != kTracks; ++i) {
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stop(i, true);
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}
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for (int i = 0; i != kTracks; ++i) {
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while (isActive(i)) {
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// wait for all tracks to finish
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}
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}
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}
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// This method sets the target volume (as a percent) for the track
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// and the time (delaySeconds) to reach that target in.
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// volume (and actualVolume) should be in [0, 100]
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void AudioPlayer::adjustVolume(int track, int volume, uint32 delaySeconds, bool explicitVolumeAdjustment) {
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if (track < 0 || track >= kTracks || !_tracks[track].isActive || _tracks[track].channel == -1) {
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return;
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}
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int actualVolume = volume;
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if (explicitVolumeAdjustment) {
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actualVolume = (actualVolume * _sfxVolumeFactorOriginalEngine) / 100;
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}
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_tracks[track].volume = actualVolume;
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_vm->_audioMixer->adjustVolume(_tracks[track].channel, actualVolume, 60u * delaySeconds);
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}
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// This method sets the target pan (as a percent) for the track
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// and the time (delaySeconds) to reach that target in.
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// pan should be in [-100, 100]
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void AudioPlayer::adjustPan(int track, int pan, uint32 delaySeconds) {
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if (track < 0 || track >= kTracks || !_tracks[track].isActive || _tracks[track].channel == -1) {
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return;
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}
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_tracks[track].pan = pan;
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_vm->_audioMixer->adjustPan(_tracks[track].channel, pan, 60u * delaySeconds);
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}
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#if BLADERUNNER_ORIGINAL_SETTINGS
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// We no longer set the _sfxVolumeFactorOriginalEngine via a public method.
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// For the ScummVM Engine's purposes it is set in AudioPlayer::AudioPlayer() constructor and keeps its value constant.
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void AudioPlayer::setVolume(int volume) {
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_sfxVolumeFactorOriginalEngine = volume;
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}
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int AudioPlayer::getVolume() const {
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return _sfxVolumeFactorOriginalEngine;
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}
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#endif // BLADERUNNER_ORIGINAL_SETTINGS
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void AudioPlayer::playSample() {
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Common::String name;
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switch (_vm->_rnd.getRandomNumber(3)) {
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case 0:
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name = "gunmiss1.aud";
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break;
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case 1:
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name = "gunmiss2.aud";
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break;
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case 2:
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name = "gunmiss3.aud";
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break;
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default:
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name = "gunmiss4.aud";
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break;
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}
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// Sample plays with priority 100 (max)
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playAud(name, 100, 0, 0, 100, 0);
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}
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void AudioPlayer::remove(int channel) {
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Common::StackLock lock(_mutex);
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for (int i = 0; i != kTracks; ++i) {
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if (_tracks[i].channel == channel) {
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_tracks[i].isActive = false;
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_tracks[i].priority = 0;
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_tracks[i].channel = -1;
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_tracks[i].stream = nullptr;
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break;
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}
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}
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}
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void AudioPlayer::mixerChannelEnded(int channel, void *data) {
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AudioPlayer *audioPlayer = (AudioPlayer *)data;
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audioPlayer->remove(channel);
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}
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// This method plays an audio file, at volume "volume" (as a percent, set immediately, no fade-in),
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// with audio balance starting at panStart (as a signed percent) and ending at panEnd.
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// The balance shifting happens throughout the duration of the audio track.
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// volume (and actualVolume) should be in [0, 100]
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// panStart and panEnd should be in [-100, 100]
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// priority should be in [0, 100]
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// The higher the priority, the more likely it is that this track will replace another active one
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// (with the lowest priority), if no available track slots exists.
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// Returns the index of the track slot assigned (for _tracks array) or -1 otherwise (gave up)
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// The code here is very similar to AudioMixer::play()
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// Note that this method calls AudioMixer::play() which also uses the priority value to assign a channel to the track.
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// If that fails, the new track is dropped (gave up).
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// TODO Maybe explain why we need this two step priority check (for track slot and then channel slot)
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int AudioPlayer::playAud(const Common::String &name, int volume, int panStart, int panEnd, int priority, byte flags, Audio::Mixer::SoundType type) {
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debugC(6, kDebugSound, "AudioPlayer::playAud name:%s v:%d pS:%d pE:%d pr:%d type:%d", name.c_str(), volume, panStart, panEnd, priority, (int)type);
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// Find first available track or, alternatively, the lowest priority playing track
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int trackSlotToAssign = -1;
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int lowestPriority = 1000000; // TODO wouldn't a lower value work as well? eg. 1000? Original uses 100 but code is a bit different
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int lowestPriorityTrackSlot = -1;
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// Find an available track slot
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for (int i = 0; i != kTracks; ++i) {
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if (!isActive(i)) {
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//debug("Assigned track %i to %s", i, name.c_str());
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trackSlotToAssign = i;
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break;
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}
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if (lowestPriorityTrackSlot == -1 || _tracks[i].priority < lowestPriority) {
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lowestPriority = _tracks[i].priority;
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lowestPriorityTrackSlot = i;
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}
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}
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// If there's still no available track slot
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if (trackSlotToAssign == -1) {
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// Give up if the lowest priority track still has greater priority (lowestPriority).
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#if BLADERUNNER_ORIGINAL_BUGS
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// NOTE If the new priority is *equal* to the existing lowestPriority,
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// then the new audio would still not replace the old one.
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if (priority <= lowestPriority) {
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return -1;
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}
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#else
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// NOTE If the new priority is *equal* to the existing lowestPriority,
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// then the new audio will replace the old one.
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if (priority < lowestPriority) {
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//debug("No available track for %s %d - giving up", name.c_str(), priority);
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return -1;
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}
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#endif
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// Otherwise, stop the lowest priority track, and assign the slot to the new one.
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//debug("Stop lowest priority track (with lower prio: %d %d), for %s %d!", lowestPriorityTrackSlot, lowestPriority, name.c_str(), priority);
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stop(lowestPriorityTrackSlot, true);
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trackSlotToAssign = lowestPriorityTrackSlot;
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}
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// Load audio resource and store in cache. Playback will happen directly from there.
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int32 hash = MIXArchive::getHash(name);
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if (!_vm->_audioCache->findByHash(hash)) {
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Common::SeekableReadStream *r = _vm->getResourceStream(_vm->_enhancedEdition ? ("audio/" + name) : name);
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if (!r) {
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//debug("Could not get stream for %s %d - giving up", name.c_str(), priority);
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return -1;
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}
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int32 size = r->size();
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while (!_vm->_audioCache->canAllocate(size)) {
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if (!_vm->_audioCache->dropOldest()) {
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delete r;
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//debug("No available mem in cache for %s %d - giving up", name.c_str(), priority);
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return -1;
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}
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}
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_vm->_audioCache->storeByHash(hash, r);
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delete r;
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}
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AudStream *audioStream = new AudStream(_vm->_audioCache, hash);
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int actualVolume = volume;
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if (!(flags & kAudioPlayerOverrideVolume)) {
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actualVolume = (actualVolume * _sfxVolumeFactorOriginalEngine) / 100;
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}
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int channel = _vm->_audioMixer->play(type,
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audioStream,
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priority,
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flags & kAudioPlayerLoop,
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actualVolume,
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panStart,
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mixerChannelEnded,
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this,
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audioStream->getLength());
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if (channel == -1) {
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delete audioStream;
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//debug("No available channel for %s %d - giving up", name.c_str(), priority);
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return -1;
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}
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if (panStart != panEnd) {
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_vm->_audioMixer->adjustPan(channel, panEnd, (60u * audioStream->getLength()) / 1000u);
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}
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_tracks[trackSlotToAssign].isActive = true;
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_tracks[trackSlotToAssign].channel = channel;
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_tracks[trackSlotToAssign].priority = priority;
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_tracks[trackSlotToAssign].volume = actualVolume;
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_tracks[trackSlotToAssign].stream = audioStream;
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return trackSlotToAssign;
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}
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bool AudioPlayer::isActive(int track) const {
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Common::StackLock lock(_mutex);
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if (track < 0 || track >= kTracks) {
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return false;
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}
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return _tracks[track].isActive;
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}
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/**
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* Return the track's length in milliseconds
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*/
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uint32 AudioPlayer::getLength(int track) const {
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Common::StackLock lock(_mutex);
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if (track < 0 || track >= kTracks) {
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return 0;
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}
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return _tracks[track].stream->getLength();
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}
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void AudioPlayer::stop(int track, bool immediately) {
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if (isActive(track)) {
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// If parameter "immediately" is not set,
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// the delay for audio stop is 1 second (multiplied by 60u as expected by AudioMixer::stop())
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_vm->_audioMixer->stop(_tracks[track].channel, immediately ? 0u : 60u);
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}
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}
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} // End of namespace BladeRunner
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