scummvm/engines/bladerunner/audio_player.cpp
antoniou79 c9016cb2f2 BLADERUNNER: Notes and minor fixes for sound
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.
2023-04-24 09:43:51 +03:00

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